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NO. 30 
MAY 1985 



U.S.A. S3.00 
CANADA S3.50 



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The ANALOG 
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Z-Plotter 



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• Updates anc 

• Feedback frol ^^___ 

• Ihe ilatest *ws on Atari 



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Think of it. No more 
I typing; no more wait- 
I I ing. Twenty-four hours a 
d^^ the ANALX)G Com- 
puting Telecommunications 
System (TCS) provides you with 
all of the information your Atari 
i cpmputer will ever need — 
when you need it. It's the 
perfect companion to 
ANALOG 
^ Computing 
magazine. 




To subscribe on-line using MasterCard or VISA, call: 

i K , 617-892-144P . 

.|. .OR main your check to: 

ANALOG Computing 

-' RO. Box 23, Worcester, MA 01603. ' 

.-. ,0R use the handy card you'll find in the back of 
this issue with the Reader Service and Subscription , 
cards: i ' I j 





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b^ sent a user card and ID number. 
The ANALOG Computing TCS requires an Atari 
computer and modem (disk drive optional). 

RATES: $25.00 for 20 on-line hours 
• $2Q00 for current ANALOG Computing 

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No extra fee for 1200 baud users. I 



NO. 30 



MAY 1985 



THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS 



fUMflk^dE 



COMPUTING 



FEATURES 

BASIC AUTORUN.SYS File . . .Chet Walters 

A short autoboot file using any BASIC program with any 
filename. 

Basic Burger David H. Butler 

A commercial quality game demonstrating player/missile han- 
dling, combined with an excellent tutorial. 

Z-Plotter David Bader 


11 

35 
46 
56 
76 
85 

54 
66 


REVIEWS continued 

Panak StrikesI 


StfiVfi Panak 


69 
82 

5 
6 
8 
14 
19 
28 
32 
34 
88 
89 


Steve reviews Realm of Impossibility (Electronic Arts) , The 
Scrolls of Abadon and Beach-Head (Access Software), Spy 
vs Spy (First Star Software), and The Serpent's Star (Broder- 
bund). 

Enhancements to BASIC Bob Curtin 

(First Byte) 

This program will integrate new features into your existing 

BASIC, making it far more versatile. 

COLUMNS 

Editorial 

Reader Comment 


An easy to use program which allows you to make three- 
dimensional graphs in high resolution mode. 

Boulder Bombers . . . Mark Price 


An exciting cooperative/competitive game for one or two 
players, as you attempt to clear a rock-filled canyon. 

Loan Shark Marty Schmidt 

How would you like to calculate loan payments, interest rates 
and other financial unknowns— easily? 

Two-Fifty-Six Graham L. Potter 

Exhibits all of your Atari's 256 colors on the screen simul- 
taneously. 

REVIEWS 

US Doubler Russell Haupert 

(ICD, Inc.) 

Allows your 105Q disk drive to enjoy true double density and 

increases the data transfer rate. 

Tax Command .... Karl E Wiegers 


New Products 

Griffin's Lair Braden E. Griffin, M.D. 

Ask Mr Forth Donald Forbes 

On-Line Russ Wetmore 

The End User Arthur Leyenberger 

Unicheck 

Index to Advertisers 


(Practical Programs, Inc.) 

An inexpensive tax preparation program primarily designed 

for Form 1040. 


Reader Service 






ANALOG COMPUTING [ISSN U744-'J917) is published monthly for $2B per year by ANALOG 4D0/8D0 Corp., 565 Main SI., Cherry Valley, MA 01611. Second class postage paiil at Worcester, MA and additional mailing ofTices. 



ANALOG 

COMPUTING 

STAFF 

Editors/Publishers 

MICHAEL J. DESCHENES 
LEE H. PAPPAS 

Managing Editor 

JON A. BELL 

Production Editor 

DIANE L. GAW 

Contributing Editors 

DONALD FORBES 
BRADEN E. GRIFFIN, M.D. 
STEVE PANAK 
RUSS WETMORE 

East Coast Editor 

ARTHUR LEYENBERGER 

West Coast Editor 

JIM DUNION 

Art Director 

BOB DESI 

Contributing Artist 

LINDA RICE 

Technical Division 

CHARLES BACHAND 
TOM HUDSON 
TONY MESSINA 
KYLE PEACOCK 

Advertising Manager 

MICHAEL J. DESCHENES 

Circulation Manager 

PATRICK J. KELLEY 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

DAVID BADER 
DAVID H. BUTLER 
BOB CURTIN 
RUSSELL HAUPERT 
GRAHAM L. POTTER 
MARK PRICE 
MARTY SCHMIDT 
CHET WALTERS 
KARL E. WIEGERS 

U.S. newstand distribution by 

Eastern News Distributors, Inc., 

Ill Eighth Ave., New York, NY 10011 

ANALOG Computing magazine 
(ANALOG 400/800 Corp.) is in no 
way affiliated with Atari. Atari is a 
trademark of Atari Corp. 



WHERE TO WRITE 



All editorial material [programs, articles, letters and press releases) should 
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 

Correspondence regarding subscriptions, including problems and changes 
of address should be sent to: ANALOG Computing, 100 Pine Street, Holmes, 
PA 19043, or call 1-800-345-8112 (in Pennsylvania, call 1-800-662-2444). 

Correspondence concerning a regular column should be sent to our editorial 
address, with the name of the column included in the address. 

An incorrectly addressed letter can be delayed as long as two weeks before 
reaching the proper destination. 



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Home Office 

Michael DesCheiies 
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tork. NY 10113 
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Address all advertising materials to: 
Michael LlcsChenes — Advertising Production 
ANALOG Computing 

505 Main Street. Cherrv Valley. MA 01R11 



SUBSCRIPTIONS 

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ANALOG Computing 

P.O. Box 615, Holmes, PA 19043 

or call our toll-free number: 

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(in PA 1-800-662-2444) 

Foreign subscriptions must be 

made payable in U.S. funds. 

Subscription prices in the U.S.: 
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for 3 years. 

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$36 for 1 year; $62 for 2 years; $89 
for 3 years. 

Foreign subscriptions: $39 for 1 

year; $72 for 2 years; $99 for 3 years. 

Airmail is available for foreign 

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per year. 

Please allow four to six weeks for 
delivery of your first issue. 



PERMISSIONS 

No portion of this magazine may 
be reproduced in any form without 
written permission from the publish- 
er. Some programs are copy wri ted 
and are not public domain. Any user 
groups should contact the publisher 
if they are planning to place one of 
these programs on any tjfpe of public- 
accessed buUetiir board or disks. 



AUTHORS 

when submitting articles and pro- 
grams, program listings should be 
provided in printed and magnetic 
form, if possible. Articles should be 
furnislied as typed or printed copy 
in upper and lower case with double 
spacing. If submissions are to be re- 
turned, please send a self-addressed, 
stamped envelope. 



PAGE 2 / MAY 1985 



ANALOG COMPUTING 



BACK ISSUES 




ISSUE 18 • Crash Dive • File'em 

• Munch'in Climb'in • H:BUG • 

Adventure Reviews 




ISSUE 19 • Battle in the B-Ring • 
A Look at Modems • Bulletin 
Board Systems • Siege • Touch- 
Tone- Dialer 




ISSUE 20 • Buzz-zap! • Scredit • 
AlterDOS • Bacterion! • ConTEXT 



ATARI PRINTER 
UTILITIES! 

• 9>*m ft sat riu • if* ruw 




ISSUE 21 • Selecting your Perfect 

Printer • Matt* Edit • Graph E's 

• Spy Plane • Printer Survey 




the Aburi 



ISSUE 22 • Typing Evaluator • 

Math Attack • Micro-Puzzler 

• Air Attack • Mathman • 

The Reading Program 




ISSUE 23 • Fire Bug • Minicomp 

• Dark Horse • Climber • 

P/M Creator/Animator 




BOFFO! 

Unlchack 

Popotroni 

RacG in Space 

AtarlCon Report 

Circuit Database 

Cass9tt9 Compressor 



ISSUE 24 • Circuit Database • 

Bopotron! • XL-DOS 

• Cassette Compressor • 

Race in Space • Unicheck 



^■■■COMPUTiN Ga^^^ 




ISSUE 25 • Weather Forecaster • 

Androton • Miner Jack • BASIC 

Tutorial Part 1 • Adding 

BASIC Function Keys 




ISSUE 26 • BASIC Tutorial Part 2 • 

Robol Raid • Graphics Overlay 

• Popcorn • Magic Palette • 

PuLse in Action! 




ISSUE 27 • English Error Messages 
in BASIC •Instant Renumber • 
MicroCheck Part 1 • Adventure 
at Vandenberg • Screenmaker 




ISSUE 28 * MicioCheck Pari 2 • 
TwoGun • Cascade • Monthly 
Mortgage Calculator • Demon 
Birds • MicroDOS XL 




ISSUE 29 • RAMCHECK • Revive 

Dragonlord • XL Expansion 

Connector • Cheep Talk 



All back issues $4.00 each 



Send check or money order to: 
ANALOG Connputing Back Issues 
P.O. Box 615, Holmes, PA 19043 



MasterCard and VISA orders call: 

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only«74«^! 



With its built-in Modemlink communication programs, the Atari 
1030 lets you dial up a variety of information sources, including 
the new ANALOG Computing TCS! The 1030 modem comes 
complete with built-in software and connects directly to your phone 
system and Atari computer serial port. The modem runs at 300 
baud, originate or answer mode, and allows you to dial directly from 
the computer keyboard. Used in conjunction with special software, 
you can send and receive files and programs to your disk drive. Ac- 
cess a world of on-line information— for only $74.95! 




ORDER 
FROM; 



ANALOG COMPUTING 

P.O. BOX 23 
WORCESTER, MA 01603 



Name. 
Street. 
City _ 
state _ 



Please send me 1030 Atari modem(s) at a cost of 

$74.95 eactn (plus $2.50 shipping and handling).* 

Canadian residents, please send U.S. dollars. 



OR CALL: 

(Credit card orders) 



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Zip Code . 



THIS OFFER AVAILABLE FOR A LIMITED TIME ONLY. 
•Massachusetts residents, add 5% sales tax. 



EDITORIAL 



Spring is in the air, and with it come 
changes at ANALOG Computing. 

The first, and most obvious, is a new 
format for the magazine. At the top of 
each article page, you will see a head- 
ing and an "icon" which tell you what 
category the article falls under {utilities, 
home applications, and so forth). The 
new layout of the magazine is modeled 
somewhat after the new Atari ST line's 
graphic operating system, and is de- 
signed to help new readers (as well as 
old) to quickly locate the types of arti- 
cles they're Interested in. 

We are open to your comments and 
suggestions about how we can further 
improve the new format and make AN- 
ALOG Computing even more useful to 
you. 

The second change is less visible but 
just as important as the format change. 
It is ANALOG Computing's entry into 
the telecommunications field. 

Over the last year or so, we at ANA- 
LOG Computing have been paying close 
attention to the area of telecommunica- 
tions with Atari personal computers. We 
have made staff members available on 
the CompuServe Atari Special Interest 
Group (SIG), in order to answer ques- 
tions and ask readers what they'd like to 
see in the magazine. 

In this year, we've seen the number of 
user-to-user messages on the SIG grow 
past the 94,000 mark. This growth rate 
is constantly increasing, with no end in 
sight. 

We've seen the tremendous power and 
potential of personal telecommunica- 
tions as authors have submitted their ar- 
ticles electronically and our program- 
mers have uploaded programs to the SIG 
for everyone to use. 

In September of last year, ANALOG 
Computing publisher Lee Pappas and I 
began discussing the possibility of start- 
ing up a company-sponsored electronic 



bulletin board system in early 1985. We 
didn't want an ordinary BBS (i.e., an 
Atari 800 with an 810 disk drive running 
public-domain BASIC software). Little 
did we know what we'd end up with. 

As it stands now, the ANALOG Com- 
puting Telecommunications System (or 
TCS) is based in the programmers' area 
of the ANALOG Computing editorial 
offices, with four 48K Atari 400 com- 
puters, tied together with custom hard- 
ware, interfaced with an 11-megabyte 
hard disk system. All the computers are 
connected to phone lines with Anchor 
Mark XII 300/1200 baud modems. 

Four people may use the system si- 
multaneously, and this number will be 
expanded to seven in the near future, as 
demand dictates. 

The software for the TCS was my de- 
partment and has been developed over 
the past six months, to the exclusion of 
virtually all my other projects (includ- 
ing HChess, a chess-like game in ma- 
chine language, which I promise will be 
in the pages of ANALOG Computing as 
soon as possible). 

Developing the TCS software was an 
education in itself, and I have to give 
credit to the people at Optimized Sys- 
tems Software, the creators of MAC/65 
and the MAC/65 Toolkit. Their products 
have been instrumental in the develop- 
ment of the TCS's software, which is 
100% machine language. 

Machine language was chosen for the 
TCS in order to get maximum speed, 
even in 1200 baud. Even with several 
users hacking away at their keyboards, 
downloading software and storing mes- 
sages, the TCS will zip along at fantas- 
tic speed. Users of terminal programs 
with XMODEM protocol won't have the 
transmission timing problems they may 
have experienced on systems like Com- 
puServe. 

The key to the TCS's usefulness is 



software and user support. We will be 
doing all we can to provide new pro- 
grams on a regular basis, and Charles 
Bachand and I will be on-line daily to 
answer your questions. If you have origi- 
nal programs, subroutines, editorials, 
etc. that other users may be interested 
in, and you'd like to see them on the 
TCS, upload them! We will reimburse 
you in free TCS time if we accept your 
material. The more programs we have, 
the better TCS will be. 

In the center of this issue, you will 
find a bound-in copy of the ANALOG 
Computing TCS user's guide. Carefully 
remove the staples, and you've got your 
ready-to-use TCS manual. I suggest you 
read through it before logging onto the 
TCS, in order to familiarize yourself 
with the system's operation. 

I hope you enjoy both the new maga- 
zine format and the TCS. We've put a lot 
of effort into both, and will be expand- 
ing and improving them further in the 
future — to keep ANALOG Computing 
the #1 Atari users' magazine and tele- 
communications system. 

Our thanks. 

Finally the staff of ANALOG Comput- 
ing would like to thank Mr. Edmund 
Miarecki, who was kind enough to pro- 
vide us with the Atari 520ST computer 
pictured on this issue's cover. D 




Hudson~ 
Chief of Programming 
ANALOG Computing 



ANALOG COMPUTING 



MAY 1985 /PAGE 5 



READER 
COMMENT 



Disks to come. 

I have recently noticed that back is- 
sues ai-e available in magazine form. Are 
these same issues available on tape or 
disk? If so, how much per back issue? 

Also, how much is the Compendium 
on disk? 

Does Solid States work on the 800XL? 
I typed it in, but there were a lot of 
string/DIM errors. 

Jim Kelly 

Snellville, GA 

Because of the huge number of letters 
we receive concerning back issues on 
disk, we will, in the near future, offer 
them for sole. 

As far as the ANALOG Computing 
Compendium on disk, it is priced at 
$35.00, which includes only the disks. To 
receive the Compendium disk set, you 
must use the order card in the book il- 
self The price for the Compendium is 
$14.95 + $2.00 shipping and handling. 

And, yes. Solid States runs on (he 
800XL. It sounds as though you have a 
bad BASIC. —Ed. 

Keyboard pals. 

It is now, al the time of this writing, 
a miserable October day in tlie north of 
England. I have recently acquired the 
most recent issue of ANALOG Comput- 
ing on these shores, which was a joyous 
moment, indeed! 

Let me explain. Here in Britain, we 
simply do not have magazines that sup- 
port the Atari (nor any machine) tire way 
ANALOG Computing does. On top of 
that, the most recent issue available is 
the April issue! A sad state of affairs, 1 
know, but at least we are getting the 
magazine — thank goodness. 

But now, on to my real reason for writ- 
ing. . .1 am aiming to set up some kind 
of international "keyboard pal" service. 
Basically, the object is to "pair" Atari en- 



thusiasts in (to begin with) America and 
Britain. 

If it is at all possible, I would be grate- 
ful if you could let your readers know 
this hopeful "service" is aimed primar- 
ily at them. Anyone from the States who 
is interested should send full details of 
themselves, plus how often they would 
like to "write" — in fact, as many details 
as they can think of, on disk or cassette 
(or paper), to me at this address: 

Paul Critchlow 

29 Tudor Road 

Tranmere 

Birkenhead 

IVlerseyside 

L42 5PH 

England 

No charge will be made, but (there's al- 
ways a but!) two I.R.C.s flnternationaJ 
Repiy Coupons — available at your post 
office) will be warmly received and 
will, no doubt, hasten a reply. 

Young or old, novice or expert — any- 
body is welcome. If this service is suc- 
cessful, I promise to keep ANvVLOG 
Computing informed as to the progress! 

Yours in anticipation, 

Paul Critchlow 

Planetary Defense 
with Touch Tablet. 

For all the readers who purchased the 
Atari Touch Tablet , instead of the Koala 
Pad, I thought you'd enjoy this modii'i- 
cation to an earlier ANALOG Comput- 
ing game. 

This BASIC program will install a 
patch in (the assembled version of) Plan- 
etary Defense (issue 17), to allow it to 
work with either the Touch Tablet or a 
joystick. 

This modification will only allow fir- 
ing from the lei't button. If you would 
rather fire from the right, substitute 125 
for 124 in I^ino (JO. This program creates 



a modified version (PLANETT.EXE) of 
the original (PLANET.EXE). 

Best regards, 

Forrest A. Blood IV 

Willingboro, NJ 

10 GRAPHICS e:DIM 0LD$(15} 

,MEHS(15):? "Place disk co 

ntaininq"':? "PLAHETABY DEF 

EM5E Object file in":? "Dr 

ive 1." 

15 ? :? "NaHe of old ob iec 

t file";:IMPUT OLDS:? "KaH 

e of new object file";:IHP 

UT NEH5 

20 IF OLD$=NEM$ THEN ? "Du 

Plicate file naMes!":GOTO 

15 

25 TRftP 55:C30:OPEH ttl.4,0 

,OLO$:OPEN tt2,8,0,NEHS:? : 

? "Creating new prograw. , . 

":TRftP 50 

30 GET ttl,fl:C=C+l 

35 IF C=116 THEH FOR 1=1 T 

8: GET f}l,A:READ B:PUT tt2 

,B:C=CHH:HEKT I:READ A 

40 IF C33052 THEM FOR 1=1 

TO 12:GET ttl,A:READ B:PUT 

tt2,B:C=C+l:MEXT I:READ A 

45 PUT tt2.A:G0T0 30 

50 ? :IF PEEK(195)=136 THE 

N ? "Done.": END 

52 ? "ERROR in prograM!":E 

ND 

55 ? "ERROR IM FILENAME tSJ 

! CUSE 'D: 'J":CL05E «1:CL0 

5E tt2:G0T0 15 

60 DATA 116,111,117,99,104 

, 64 , 116 , 97 , 98 , 73 , 255 ,133,1 

45 ,173 ,124 , 2 , 141 , 132 , 2 , 234 

,234,234 



Magic Palette graphics. 

First, I would like to congratulate you 
on a "first class" magazine. It's really 
great! 

Second, I really enjoyed the IVlagic 
Palette program, but I have made it even 
belter. 

Graphics modes 9 and 11 are good, 
but it you enter or change the program 
to graphics mode .30 or 31, you only get 
half a screen, but the pictures are much 
better. 



PAGE 6 / MAY 1985 



ANALOG COMPUTING 



If I am correct, graphics modes 14 
(full screen) and 15 (full screen) are 
available only on the new XL computers 
(600XL must have memory expansion). 

The following are the changes you'll 
need: 

59 ? "^Enter graphics Mode 

, please" 

55 ? :? "IJ single color 

(enter 9)" 
68 ? :? "2J Mult. color 

Center IIJ" 
65 ? :? "3) Ned. resolutio 
n Center 38 or 31J" 
78 INPUT AZl 

Change Line 240 to: 

248 GRAPHICS AZ1:F0R 1=8 T 
38:C0L0R I/2:PL0T I,e:DR 
AHTO I, 18: NEXT I: COLOR 7:P 
LOT 8,18:l>RAHT0 79,18 

By the way, I use a 400 and an 800XL. 
Keep up the good work! 
Jim Kelly 
Snellville, GA 



Mating your VCR with 
an Atari computer. 

The current popularity of VCRs makes 
for an interesting equipment marriage 
with a computer. 

I use my Atari 800XL with a Quasar 
(VHS) Video Cassette Recorder You'll 
need a video monitor cable — which can 
be obtained from Comstar, 5120 Hol- 
lister Avenue, Santa Barbara, CA 93105 
(805-964-4660); called a Data Spec, it 
is model CLC-VEC-5, at a cost of $6. 

There are three connectors on this 
unit. Plug the 5-pin metal connector in- 
to the monitor port at the back of your 
800XL. Then plug the red-coded lead 
into your VCR video input on the back 
of the VCR, and the yellow-coded lead 
into the audio input (also on the back of 
the VCR). Turn on your VCR, fire up 
your computer system, and away we go! 



Okay, but what can you do with this 
hookup? I use it in my work at school, 
to create graphs, pie charts and statisti- 
cal information at home (with 
B/Graph) , and then take the video tape 
to class to demonstrate procedures for 
my students. It sure beats setting up all 
the computer components, having to 
find the correct wires and enough elec- 
trical outlets, etc. 

Other uses — you've probably thought 
of some already. Presentation of your 
computer artwork in a slide show video 
format is exciting. For the animation 
buffs, you're not limited to a few min- 
utes but can piece together a longer seg- 
ment, perhaps a full length movie! 

The Atari's full sound and color come 
across on the video tapes. If you have 
more time (and money), you can mix 
computer material with video camera 
material, to produce some interesting 
programs. 

If you have sound dubbing capability, 
music and voice can be added to your 
tapes. Lead-in and end credits are open 
to your artistic talents. Moving letters, 
different colors, sizes and designs are all 
possible. I use the Displaymaker pro- 
gram for many of these purposes. 

Drawbacks or limitations — the Atari 
400 does not work with the video cas- 
sette recorder (at least, not easily), nor 
with a monitor Since I also have two 
400s (I'm a member of the $99 club), 
400 owners have my sympathy. 

Conrad Weiler 

Santa Barbara. CA 



Send your letters to: 

Reader Comment 

P.O. Box 23 

Worcester, MA 01603 



LEARN TO PROGRAM 

GRAPHICS. GAMES & SOUND EFFECTS! 



NOW SOLD DIRECTLY TO YOU 
AT DISTRIBUTOR PRICES 

UNITED EDITION BOOK MANUSCRIPTS 

Due 1o a publisher's change ol plans, we ofler you two books we 
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tools useable by anyone. They are written using BASIC, but the 
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ARCADE STYLE GRAPHICS: Many books leach you how to draw a 
lew circles or charts. In this book we create a complete, animated 
piclure. step by step. Starting with basic concepts, such as using 
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cluded rias tools & editors (or character sets and drawing back- 
grounds The only book on graphics you need ever buy $39.95 
BASIC GAME DESIGN: A fascinating and complete look at how a 
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ware includes all examples and editors typed in for you. $39.95 
THE MASTER MEMORY MAP: Over 65,000 copies Ol this fine 
reference have been sold This book has EVERYTHING you could 
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even if you don't program Specify ATARI. C-64, VIC 20, or IBM 
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Ihe examples already typed in on a disk costs $9.95. 

TRICKY TUTORIALS (tm) TO HELP YOU PROGRAM 
Each programin this series comes with a disk (32K) or tape (16K}, 
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10 be used by beginners or experts alike Over 50,000 sold with 
many high rated reviews' 

ifl DISPLAY LISTS— Learn lo create your own graphics & text, 
modes $9.95. #2 SCROLLING-Explams how to move the 
screen you see over maps of graphics or lexl $9,95. If3 PAGE 
FLIPPING— Change Ihe entire screen instanlly lo another display 
piclure $9.95. #4 BEGINNING ANIMATION-Learn to create the 
Illusion ol movemeni using simple shapes $9.95. #5 PLAYER 
MISSILE GRAPHICS-Creale your own PACMAN type game while 
learning about Collisions, backgrounds. Players, scoring, and 
more Our besl seller $14.95. #6 SOUND & MUSlC-Learn a 
simple way lo write music and sound effects on your computer 
$14.95. m DISK UTILITIES-Seven disk loots, FORMATER. IN- 
SPECTOR. AUTORUN SYS MAKER. RPM CHECKER. MENU 
MAKER DIRECTORY PRINTER & FILES TUTORIAL $14.95. #8 

mm tSUEST PTRHHICTS 

FRon COnPUTERS HRDE SinPLEi 

CHARACTER GRAPHICS-Change letter shapes into anylhmg you 
wish Includes an editor ihal makes creating and animating the 
shapes easy, and a linker ihal actually writes BASIC code A com- 
plele game is included as an example 514.95. W GTIA 
GRAPHICS-Use graphics modes 9 lo 1 1 lo create 3-D shaoes 
place 16 colors on ihe screen at once, and even digilue pictures 
using ihese new modes induOes a 9 color piclure edilor similar lo 
the ■ Painter' programs and ■Pads thai others sell $14.95. 
*10 SOUND EFFECTS-30 simple sound effects like lazers and 
bombs, an effects editor explanation how to combine sounds and 
graphics, and 16 bi! sounds (or extended range. $14,95. #11 
MEMORY MAP TUTORIAL-Examples how to control Ihe cursor, 
lexl windows, user keys, )oysticks and paddles, labs, inverse 
video, upside down lettering, break key protection and 25 more 
$14,95. #12 THE S.A.M. TUTORIAL-Usmg your joystick, you 
can learn lo make Software Automaled Mouth sing, change Ihe 
sound of Ihe voice, add graphics, explore phonemes, and even 
change inflections $14.95. #13 BASIC TOOLS-lncludes the 
following tools thai add themselves lo Atari BASIC RENUMBER. 
DELETE, TRACE. EXPAND takes programs with many statements 
per line and breaks them up lo make the program easy lo read, 
OUICKREF lells you the lines & numbers where all ol the variables 
and constants are used, LISTER prints out your programs, in- 
cluding all of the special characters Ihal you see on the screen (like 
hearts and diamonds) $14,95. #14 ADVANCED PROGRAMMING 
TOOLS-Machine language lools we use lo write our commercial 
programs useable from BASIC or Assembly Tools lor PLAYER 
MISSILE MOVEMENT, TIME DELAYS, SOUND EFFECTS PAGE 
FLIPPING, MEMORY MOVEMENT, SPECIAL CHARACTER FONTS, 
and save FULL GRAPHICS SCREENS (1/10) m seconds DISK ON- 
LY $14.95. #15 FANCY FONTS-lnciudes many sample fonts, 
an edilor, and adds a new set ol sub routines ihat you can call to 
create great displays Load Ihe (onis you create into your EPSON 
FX 80 or too computer, print out Ihe fonts on ANY printer as you 
creale them $14.95. 

We also otter 4 arcade games, 8 childrens educdiional programs, 
and 9 others all priced under $15, (or 16K TAPE or 32K DISK! 
SEND A SELF-ADDRESSED STAMPED ENVELOPE FOR A COM- 
PLETE ATARI CATALOG 



Moneyback guarantee if unsatisfied!! 
ORDER BY CHECK, VISA. M/C. OR C.O.D. 

«DD S3.00 SHIPPING. «D0 $2.00 lor COD. OR 15% FOREIGN 

COMPUTERS MADE SIMPLE! 

1974 Buck St., Eugene, OR 97405 

(503) 344-2767 



CIRCLE #101 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 / PAGE 7 



NEW PRODUCTS 



A ROBOT WORLD THROUGH TELECOMMUNICATIONS 

Games Computers Play, Inc. is a new tele- 

communications service designed to make the 
most of Atari's grapliics capability, in real time. 

GCP is more like a world mito itself. What 
you see are buildings, corridors and, most im- 
portantly, tiny robots. You're here in the guise 
of one of these little mechanized marvels, as 
are the other users of GCP. 

You can interact with them, by using the 
joystick to walk up to them and start up a con- 
versation. By "walking" into the Post Office, 
you can check on "mail" from other users. . . 
or slop in at the conference room for a private 
(or crowded) discussion. Multi-player games 
are available, plus a bulletin board system. 

Disk software supplied allows the use of 
Atari direct connect modems, MPP-IOOOC, or 
a modem connected through an 850. Initial 



HCLEDME rn cfmES r.oHf incus i>i, 

.,== iinifviliii 




sign-up cost is $30.00, which includes software 
and five hours of connect time ($6.00/hour). 
Games Computers Play, Inc., 112 East Mar- 
ket Street, York, PA 17401 — (717) 848-2660. 



COMPUTER WORKOUT FOR KIDS 

Haydon Books' latest Atari-oriented release, 
titled The Computer Workout, is aimed to- 
wards children 7 or older. Technical terms 
and computer operations are taught, using 
word games and "solve it" programs. More 
than forty different crossword puzzles, word- 
searches and mix-and-match games are in- 
cluded in this 62-page book. 




■|--JB ■■■■■■" ■ ,_.' ' ■■■■■■■■■ 

MfoRlColil 

^^^m ^^^m «.__ „j. f <• ~i .stta-i ties. 



FOR «&tr, 7 AMI US>; 




Written by Jim Keogh and Software Lab 
East, the price is $2.95 (specify Atari version); 
Haydon Book Co., 10 MulhoUand Dr., Has- 
brouck Heights, NJ 07604 — (210) 393-6306. 



MINDSCAPE ADDS TO SPROUT 

Two additional software titles have been 
entered in the Sprout software line by Mind- 
scape. 



,;-i;fi'1:h"»;hri-ji."i;ii.-i;ii""i;fi"-i 





'■'■"■■■•"'■■•'"I ■i|l<"Ba<<."i'a!>'; 



Bife 



m 



KaitK Boc^ nor Sfe tbw. i 



Castle Clobber. 



Aimed at 4- to 8-year-olds, Castle Clobber 

assists in teaching children logic, concentra- 
tion, memory and other skills, while putting 
them in a game-typo scenario. 

The child must help Tonk rescue toys from 
the evil Cork in TinkTonkLand. This graph- 
ics adventure is comprised of five distinct 
educational games. 

In Subtraction Fair, a child maneuvers Tink 
to five different game booths: a Magic Show, 
Bear IDare, Ring the Bell, Witch's Brew and 
Dunk Cork. Each of these contests helps to 
teach basic mathematics, memory and con- 
centration skills. Both games feature bright 
graphics, music and animation. 

Priced at $24.95 each, from Mindscape, 



BRODERBUND'S PRINT SHOP 

The Print Shop enables you to design, 
write and print your own stationary, letter- 
heads, banners and greeting cards, using easy 
text-editing features plus left and right justi- 
fication. Eight type styles are supported in 
several solid, outline and three-dimensional 
fonts, along with nine different border de- 
signs, ten abstract patterns and several doz- 
en pictures and graphics. 




The Print Shop also includes a colorful va- 
riety of pin-feed paper and matching enve- 
lopes, along with an illustrated manual and 
reference card. Most printers with graphics 
ability are supported. 

Price is $44.95 through Broderbund Soft- 
ware, 17 Paul Drive, San Rafael, CA 94903 
— (415) 479-1170. 




MHAT IS 
THE RIGHT 
ANSWER? 



■f%^ 



PKES'j THr *mH»fR. 



Subtraction Fair. 

Inc., 3444 Dundee Road, Northbrook, IL 
60062 — (312) 480-7667 



PAGE 8 /MAY 1985 



ANALOG COMPUTING 



THE LATEST IN DISK STORAGE 




The FACPAC disk storage line is avail- 
able in five different formats: for the 5 'A " 
disks, there is a 5-, 10- or 50-pack disk 
holder; for the newer 3Vz" disks, a 10- or 
25-pack holder is manufactured. 

The 10-pack containers feature a pivot- 
ing lever that opens the case and allows its 
use as a handy desktop disk holder. The 
5 'A " floppy holder that stores five disks is 
ideal for safely transporting disks. 

FACPACs retail at: $6.fl5 for the S'A" 
10-pack; $19.95 for the SVz" 2,'5-pack; $6.95 
for the 5 'A" 5-pack; $6.95 for the 5 'A" 
10-pack; and $24.95 for the 5 'A" 50-pack. 
From Norwesco. Minneapolis, MN 55420. 



AUNT PRUNELDA'S INHERITANCE 

This game is designed to teach its players 
"the cause and effect relationships of current 
events and prices." The actions of each play- 
er effect the whole game, as good and bad for- 
tunes are seen by all. 



SS HOU-S'ZMG 



By investing in the stock market, trying 
your luck in the casino or sabotaging your op- 
ponents, you try to amass the largest fortune 
in the game, thus receiving all of Aunt 
Prunelda's money — and winning the game. 

A game for one to four players; requires 
48K and a disk drive; printer optional. The 
cost is $27.95, Ivlarket Directions, 20 East Mil- 
waukee St., P.O. Box 702, Janesville, WI 
53547 — (608) 754-7818. 



BOUNTY BOB STRIKES BACK! 

The long-awaited sequel to Miner 2049er 
is now available, and it features Bounty Bob 
in twenty-five new screens. Slightly improved 
graphics and new soimd effects also add to 
this 40K ROM cartridge. 




New "hardware" is an attraction — things 
like suction tubes, a grain elevator and a gra- 
vity lift. Other additions include an extensive 

option list, which allows you to (semi-)tailor 

the game to your abilities, and an elaborate Bounty Bob's here. 

high-score screen. A colorful instruction sheet/poster is also included in the package. 

Bounty Bob sells for $49.95, from Big Five Software, P.O. Box 9078-185, Van Nuys, CA 91409 
— (213) 782-6861. 



COMPACT COMPUTER DESK 

The model CT137, an arborwood vinyl finish computer desk by Bush, is out. It features 
"vertical storage," designed for the computer user whose working area is limited . . .or for those 
who simply want the most efficient computer center possible. 

With its dimensions— 52" high, with a width of 49" and a depth of 24" — this attractive 
desk can easily support a wide variety of your 
computer equipment, while taking up the 
minimal amount of space in your home to do 
so. 

The large desktop with its tapered front 
contains a drawer for convenient storage of 
paper or other supplies. Both the monitor and 
storage shelves are adjustable, while a very 
useful, fixed bookshelf can be found on top 
of the unit. 

The model 0X137 is available at a cost of 
$219.95. For more information, you should 
contact Bush Industries, Inc., Oak Street, Lit- 
tle Valley, NY 14755 — (800) 228-BUSH (in 
New York, call 800-248-BUSH). 



ST NEWS — PROGRAMS FOR GEM 

Lifetree Software has recently reached an agreement with Digital Research Inc. to develop 
application programs for Digital's GEM (the operating system in the new STs). Lifetree is known 
for their bestselling Volkswriter word processor. 

The first translation in the works is said to be an enhanced version of Volkswriter Deluxe, 
with the GEM graphics added to increase its ease and power. 

Digital Research is planning to handle the marketing of any programs thus developed. 




The CT137 



'vertical storage" 
by Bush. 



desk 



ANALOG COMPUTING 



MAY 1985 / PAGE 9 



A 



A 



Vastly SUPERIOR to any translation programs 
available! FOR ATARI 
1200XL/600XL/800XL with 64K. 
ATA [?| " (Please specify computer model number!) ATARI " 

$69.95 (Rom) TUr $69.95 (Rom) 

$49.95 (D or C) ' " ^ $49.95 (d or c) 

XL "FIX"! " 



The Atari XL series computers represent power, sophistication, and 
flexibility virtually unrivalled in todays hiome Computer Market, 

With "approximately" 30-40% of existing software being "incom- 

patable", a real, and serious problem exists. Because of this we 
have developed THE XL "FIX"! 
ADVANTAGES over cheaper "translation products": 
1 The XL "FIX"! is capable of fixing more software ... an estimated 

30% more software! 

2. The XL "FIX"! is available in DISK, CASSEHE, and now ROM! 

3. XL "FIX"! versions fix ALL THREE types of software (Disk - Cassette - 
and Cartridges!) 

4. The XL "FIX"! (disk or cossette) adds OVER 4K of usable RAM to your 
computer (anyone using Data bases or Word processors will really 
appreciate this feature!) 

5. You never hove to hold the OPTION button down on 600XL or 
800XL computers! 

6. VERY IMPORTANT! You need to load the XL "FIX"! only once ... you 
can change disks, cassettes, or cartridges without rebooting the XL 
"FIX"! each time (disk or cassette)! 

7. The ROM version is instantaneous upon computer power up, has a 
high speed cursor, is instantly switchoble to your original operating 
system, will work with 16K 600XL's, and more! 

The XL "FiX"! ... another SUPERIOR product! 64K required! 
DISTRIBUTOR/DEALER inquires weicome 



Mastercard-Visa-Money 
Order or Cashier Check. 
Phone (716) 467-9326 
Piease specify computer 
model number! 



Send S49.95 ($69.95 for Rom) 
plus S4 shipping and handling 
(N.Y.S. residents please add 7%) to: 
COMPUTER SOFTWARE SERVICES 
P.O.Box 17660 
Rochester, New York 14617 



A 

ATARI 

ONLY 

$49.95 



PROTECT your DISK programs and 
files BEFORE lending them out! 

THE 

"PROTECTOR''!™ 



A 

ATARI 

ONLY 

$49.95 



includes hardware and software! The "PROTECTOR" 
produces a true BAD SECTOR GENERATOR which will allow you 
to create BAD SECTORS wherever you wish (approximately 10 
per second!). You'll never have to fool with ridiculous speed 
adjustment or tape jerking schemes again! Simple do it 
yourself installation requires 15 to 20 minutesi 

The DISK software is the most versatile that we've ever seen 
and it's lightning FAST! Allows you to move and rearrange data 
anywhere on the disk, scrambles directories making them un- 
accessible to others, and offers INSTANT mapping of file disks 
(requires one second for ENTIRE disk!). Simple operation. 

All these features are done from a 720 sector FULL VIEW 
map for total operator viewing and simplicity! 



Multiple drives 
Digifiol SECTOR indicator 
Directory scrambler 
Moves/arranges data 
Selectable read/write 
Selectable start/end 
Hex conversion 
Disk Duping 



Disk mapping 
Instant map 
Compaction 
Fast formating 
Auto-formating 
Bod sector memory 
Instant restart 
Multiple copy function 



DEAlfR/DISTRIBUTOR INQUIRIES WELCOME! 

Our other fine products include 
THE "PIU" and THE "SIUNCER". 



Send S49.95 plus $4 shipping 
and handling (N.Y.S. resi- 
dents add 7% soles tax) to: 
COMPUTER SOFTWARE 
SERVICES 
P.O. Box 17660 
Rochester, New York 14621 
Phone Order: 
(716) 467-9326 



Mastercard-Visa-Money 
Orders or Bonk Checks. Atari 
is a TM of Atari Inc. The 
"PROTECTOR" is a TM of 
COMPUTER SOFTWARE 
SERVICES (division of S.C.S.D., 
Inc.) 1007o WARRANTY 
(replacement only ■ no 
refund policy.) 



A 

ATARI 

ONIY 

$149.95 



For years they said it couldn't be done . 



(( 



THE 

IMPOSSIBLE"! 



rs> they claimed! 



A 

ATARI 



Backup almost any disk currently available (even heavily protected programs) with an UNMODIFIED disk drive! $149.95 

Works with ANY disk drive! 



PURPOSE: The "IMPOSSIBLE" was developed in response to the estimated half million disk drive users that own a drive other than the Atari 810 (Indus Per- 
com, Trak, Rana, Astro, etc.) that wish to BACK UP their protected software. Due to a radically new technology developed by Computer Software Ser- 
vices, modification to your disk drive has been eliminated! The advantages ore obvious! Drive warranties are not vioiated, the chance accidental 
damage has been eliminated, etc., etc. 

OPERATION: The "IMPOSSIBLE"! consists of a disk program (unprotected so you can make as many backups as you wish) and o 4K STATIC RAM pack 
which is inserted intoyour computer (no soldering!)The "IMPOSSIBLE"! will read your program disk and then re-write it In on unprotected format! You may 
make additional backup copies using a sector copier or even regular DOS! Because your backup copy no longer has BAD SECTORSor EXOTIC FORMATS, 
the program data can now be manipulated into DOS compatable files (even double density!), transfered to cassette, etc. (with the aid of our Soteiiite 
programs!) No user programming knowledge required. A few programs require logical thinking, 
FEATURES: 1. Backup protected disks 5. AFSD-Automatic FUZZY Sector Discrtminator 

2. Handles most MULTI-LOAD programs 6. Expands computer memory to 52K usable 

3. Makes DOS files (with Satellite option) 7. Simple NO SOLDER installation 

4. Up to 90K data input capable 8. Satellite expandable 

PROJECTED SATELLITES: A "COMPACTOR" program which will convert your program into DOS compatable files (double density compatable!) for the 
storage of several programs on one disk. A "COLUMN 80" program for Word Proccessing, etc. It allows 80 columns on the screen! The "XL-MATE" will allow 
programs made with your 400/800 "IMPOSSIBLE"! to now play on your XL Computer! The METAMORPHOSES II program will oilowyou to convert your pro- 
tected CASSETTES info disk DOS files and vice-verso. All satellite programs must be used with inconjunction with The "IMPOSSIBLE"! 
REQUIREMENTS; The "IMPOSSIBLE" diskette, the 4K STATIC RAM pock, o 400 or 800 computer (please specify!) with 48K and "B" Rom's, NOTE! The very oid 
ATARI computers were shipped with "A" Rom's which hod some serious "Bugs". Even if you don't own an "IMPOSSIBLE," you should upgrade to "B" Rom's 
(simple to install!) We hove them available at a very inexpensive price. CALL US! "XL" version available soon! 

NOT A PIRATING TOOL: We at C.S.S. did not design The "IMPOSSIBLE"! to put Software Manufactures out-of-business overnight! Nearly oil of our products 
have been "ripped-off" by industry parasite who have little or no abiiit/ to develop a product of their own so we con sympathize with their dilemma. All 
C.S.S. products have built-in safe guards which prohibit their use for flagrant pirating. The "IMPOSSIBLE"! is no exception! While The "IMPOSSIBLE"! back- 
up the most heavily protected programs, it also checks to see that the 4K STATIC RAM pock is installed before allowing the backup copy to 
execute! 



EXAMPLES: The "IMPOSSIBLE"! has been tested on 300 of the most pop- 
ular and hc.'.'iN' protected programs we could find. With nearly 4000 
programs for Atari, we DO NOT guarantee that it will backup all pro 
grams in the past-present-and future! We will supply updates at $6 each 
(non-profit!) if and when necessary. Programs we hove successfuily 
backed up include: Blue Max, Visi-cal, Archon, Mule, File Manager 800 
+, Syn Cole, Syn File, One on One, 7 Cities of Gold, Super Bunny, Load 
Runner, Drol, and Gumboil iust to name a few! 



Mastercard-Visa-Money 
Orders or Cashier Check, 
Phone:(716)467-9326 
Please specify computer 
model number! 



Send $149.95 plus 

$4 shipping and handling 

(N.Y.S. residents please add 7°^ 

COMPUTER SOFTWARE SERVICES 
P.O. BOX 17660 
ROCHESTER, N.Y. 14617 



CIRCLE #102 ON READER SERVICE CARD 



16K Disk 



TUTORIAL 



Q 



BASIC 
AUTORUN.SYS 

File 



by Chet Walters 



Yes! Another one. I know you've got BASIC AUTO- 
RUN.SYS filemakers coming out of your ears. But this 
one's different! Sure, sure . . . that's what they all say. 
No, really! Before you string me up, give a listen. 

This one is very short (100 bytes or so) and it'll 
autoboot any BASIC program using any filename. But 
it does more than that. 

For one thing, it won't leave you looking at any 
READY prompts or blank screens while the program 
loads. It prints LOADING then the filename to let you 
know just what's happening. 

It'll also accept a filename up to twenty characters 
long. So, if you type your actual filename and leave 
a space (or any illegal filename character), you can 
have it print LOADING SNAKE[?!) or, perhaps. 
LOADING MENU, PLEASE WAIT. 

It's a very short program to key in (should only take 
ten minutes or so), and if you check the trailing 
REMs, you can see that you have a few alternatives. 
Designed primarily for DOS 2.0, it works with any 
DOS that recognizes AUTORUN.SYS files. 

Just type it in (don't change anything) and follow 
the directions on the screen when you run it. It cre- 
ates the AUTORUN.SYS file in about four seconds, 
then you're ready to go! 

Try it — you might like it. May all your boots be 
shining! □ 



BASIC listing. 



5 REH D:RUNAUT0.BA5iC 

6 REM by CHET WALTERS tcJ 84 

7 REM 

10 GRAPHICS ; 5C=PEEK C88} *256*PEEK <83> 
: DIM AS {213 . B5 C21) -.^ -.-^ "\MSSMI3BESM 



RUN FILE WILL BE DELETED 



13 LLUSE Hi 



FRAP 68 ! 



:? "UiBMiaasnBM 

'■:? :? "ENTER NA 



T DISKETTE IN DRIOE 



ME OF FILE TO AUTORUN' 
flBltnJ"lg|sggl^^"^ =^^'^'^^^*^'^ 

30 OPEN ttl,4,0,BS:CL0SE »1:? "B"; .-POKE 

85,0:? B$ 
35 ? :? :? "CREATING FILE, DON'T INTER 
RUPT" : OPEN ttl , 8 , , "D : AUTORUN . SV5" 
40 FOR 1=0 TO 49:READ A:PUT ttl,A:NEKT 

45 FOR I-O TO 20: PUT til, PEEK (SCH^I) :NEX 

50 FOR 1=0 TO 42:READ A:PUT tll,A:NEXT 

I: CLOSE ttl 

55 ? "B^AUTORUN FILE FOR":? AS:? "IS N 

OW":? " TO":? "Rliatf"; :END 

60 CLOSE ttl:? CHRSC253 1 ;ERR=PEEK HS5J ; 

IF ERR=170 THEN ? :? " IJim;[iillj[illi:i>lMI 

":GOTO 15 - ... ,„Mut 

65 IF ERR=5 THEN ? "MUST BE AT LEAST T 

HO CHARACTERS": GOTO 15 

70 IF ERR0167 THEN ? "8*11333111] ";ERR 

:GOTO 15 

75 POKE 84.3:? "[ISOBDQQBEniiECnEMSIOi 
BEBdlSBD" : ? :? "PRESS >> return <<thice 

TO":? "REPLACE EXISTING FILE OR" 
80 ? "TYPE DOS TO CHECK MENU":? :? :? 
"XIO 36 , ttl , , , " ; CHRS C34 J ; "D : AUTORUN . S 
YS" ; CHRS C34} ; " : G . 30" : POKE 84 , 7 : END 
82 DATA 255,255,0,6,101,6,160,158,162, 
36,142,197,2,142,23,208,142 



ANALOG COMPUTING 



MAY 1985/ PAGE 11 




BASIC AUTORUN.SYS co^ui^med 



84 DATA 240, 2, 18?, 28, 6, 145, 88, 136, 202, 

16,247,169,13,141,74,3,96 

86 DATA 56,29,53,51,50,8,17,22,16,17,9 

,26,50,53,46,2 

88 DATA 104,141,240,2,168,170,145,88,2 

00 , 192 , 129 , 144 , 4 , 189 

90 DATA 94,6,232,192,140,208,241,142,7 

4,3,202,142,197,2,96 

92 DATA 0,44,47,33,36,41,46,39,226,2,2 
27,2,0,6 

93 REH 

94 REH FOR QUIET LOAD CHANGE-> 240,2 
TO 65,0 IM LINE 88 CCURSQR HILL REMAIN 

INVISIBLE) 

95 REH 

96 REM TO HAVE NO TEXT APPEAR CHANGE-> 
2 TO 6 IN LINE 90 

97 REM 

98 REH TO MAKE 5Y5TEM RESET CAUSE COLD 
START CHANGE-> 197 TO 68 IN LINE 90 

(THE TEXT HON'T APPEAR HOHEVER) 

99 REM PROGRAM LOADED SHOULD ISSUE A 
GRAPHICS STATEMENT TO RESTORE COLOR & 
CLEAR THE SCREEN 



CHECKSUM DATA. 

[see page 34) 



5 DATA 292,43,999,50,143,567,872,756,1 

60 , 909 ,126,984,907, 755 , 881 , 8444 

70 DATA 457,920,458,702,683,681,289,27 

4,63,276,8, 282 , 284 , 288 , 241 , 5906 

99 DATA 489,489 



Chet Waiters is president o/Non-Stondard Magic' 
in Girard, Ohio (producers of Picture Plus and List- 
er Plus] and an assembly technician for General Mo- 
tors. He's been worJcing with Ataris for nearJy four 
years and donates liis time to local schooJs (witii 
Atari systems). He has taught BASIC privately and 
in the classroom. 



FOR ATARI *400/800/1200/600XL/800XL' 



■31^ 



M. ^®SS 



For ATARI 800XL, 600XL with 64k. 
Replacement operating system to run the 
vast majority of all ATARI software. No 
translator or disk to load! 
Proper RESET operation especially impor- 
tant for programs like LETTER PERFECT, 
DATA PERFECT, TEXT WIZARD, etc. 
One touch access to extra RAM, all RAM. 
One touch BASIC on. 
Easy plug in installation. 

NOW INCLUDES DUAL OPERATING 
SYSTEM BOARD! 

* Includes MacroMon XL which is an ex- 
cellent, unique monitor for beginner and 
pro alike — written especially for the BOSS. 
$79.95 for 800XL/600XL with 64K*. 



All 
M 



Hen 
acroware 




PRIISTI^IZ 



An all machine language lexl, 
graphics, mixed mode dump for EP- 
SON, GEMINI, NEC, PROWRITER, 
OKIDATA, M-T SPIRIT, 160L, 
KXP-1090, DMP-80, ISD 480, 
SEIKO/AXIOM CP550A. 
Self booting can be used while pro- 
gramming or even running other pro- 
grams. 

Works with or without BASIC, 
ED/ASM, PILOT, LOGO. Calendar 
generator. Horizontal format allows 
text to be continued in same direction. 
Change widths, height, center and 
much more from the keyboard or your 
program. Special handlers for PAINT, 
Micro-Illustrator, LOGO, Micro- 
painter, etc. Includes LISTER program 
for inverted and special characters plus 
demos and ideas. $29.95» 16K Disk- 
All Interfaces. 



diskwiz-ll 

Fast and easy to use repair, edit, ex- 
plore, dup, disk utility package. Single 
load, single or double density. Special 
printout capabilities. 
Repair or change of linked D052 or 
OSA-F2 files, directories, dup 
filenames. Fast searches, mapping, file 
trace. Disassembler, speed check and 
much more! Low priced, fast, easy, 
and powerful! $29.95 16K Disk. 

Send s.a.s.e. lor update into. 

•TERMS: U.S. funds: check or M.O. 
add $2.50 shipping/handl- 
ing add 6% CA - 6.5% LA 
COUNTY add $3.00 for 
C.O.D. No charge cards ac- 
cepted add $2.50 foreign 
orders normally out within 
48 hours. 



P.O. BOX 2205/REDONDO BEACH, CA 90278 

(21.3) 376-4105 

* Tr.Klemjrk of Atari, Int. 



CIRCLE #103 ON READER SERVICE CARD 



PAGE 12 / MAY 1985 



ANALOG COMPUTING 



SUPERPRINTER 
PACKAGES 

Gemini 10X and 

U-Print A 319.00 

Gemini 10X and 

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CIRCLE #104 ON READER SERVICE CARD 



EDUCATION 



'«i 



r 



GRIFFWS 
LAIR 



by Braden E. Griffin, M.D. 

In ANALOG Computing's issue 24, I 
reviewed an exceptional educational 
game from Sprout Software, called Tonk 
in the I.and of Buddy-Bots. Now, two ad- 

dilional programs are available in the 
TinkTonk series of educational software 
designed for children of ages four to 
eight years. While maintaining the same 
high level of quality, these new games 
have an even greater educational thrust. 

TINK'S ADVENTURE 
Sprout Software 
MINDSCAPE, INC. 
3444 Dundee Road 
Northbrook, IL 60062 
(314) 480-7667 
48K Disk $24.95 

Tink is the trusty leader of the Tink- 
Tonks and is about to embark on an ad- 
venture. As Tink ai-rives on foot at Tink- 
Tonk Lake, he has the choice of continu- 
ing the adventure by helicopter or boat. 
Having selected the means of transpor- 
tation, one is given the chance to play 
a game or begin the adventure. 



At various junctiu'es, similar options 
appeal', providing Uie opportunity to play 
one of seven games included in the ad- 
venture. Most of tliese games have educa- 
tional value, but two of them, l^ilot l3oat 
and fly Helicopter, are included jusi for 
f u n . 

Using the keyboard, one may pilot the 
boat ai'ound the islands in TinkTonk Lake 
or fly the chopper through the sky in 
front and back of islands, clouds and 
even stars. These activities have no bear- 
ing on the course of the adventure, but 
simply provide a pleasant little interlude. 

The other five games are designed to 
help children learn ABC order and to 
familiarize them with the computer key- 
board. In Get Gas, four consecutive let- 
ters of the alphabet are displayed with a 
blank at the begimiing or the end of the 
sequence, depending on the option one 
has chosen. 

The level of difficulty may be selected 
as hai'd, where ten correct answers are 
required to fill the helicopter's tank. This 
task is made easier with a display of the 
complete alphabet at the bottom of the 
screen. A harder level requires twenty 
correct answers witliout the benefit of the 



PAGE 14/ MAY 1985 



alphabet display. There is no time limit. 
and incorrect answers ai'e ignored and 
incur no penalty. 

This game provides an opportiuiity lor 
the young child to arrive at an answer, 
whether from the screen display or the 
time-honored "mental recittition," whik; 
exploring the keyboard without the pres- 
sure of time or the fear' of being wrong. 
The development of speed and accm-acy 
in the leai-ning process is important, but 
before this can be achieved, the basic in- 
formation must be as,similated without 
stress. 

hi Go fishing, children get to know the 
computer keyboard. The keyboai'cl is di- 
vided into four designated areas: the lop 
row of numbers, and the left, center and 
right portions of the remaining keyboard 
area. 

After a specific area is chosen, or the 
entire keyboard, if desired, the size of the 
fish is selected — from one to five charac- 
ters long, finally, one of three speeds is 
chosen, determining how fast the fish 
will swim. 

As tlie combinations of characters pass 
beneath the boat, they are reeled in by 
reproducing them exactly as shown, be- 

ANALOG COMPUTING 



Educational 

Programs 

Review 




LR>c<i 



fore they disappear from the screen. 

All the necessai'y levels of progression 
are provided to establish proficiency on 
the keyboard. Anyone able to snag all 
twelve fish of the largest size (five charac- 
ters) at the fastest speed is a whiz. I can- 
not come close to doing it. 

While cruising around the lake, Tink's 
boat may spring a leak and can be saved 
only by playing Sinking Boat. 

Another game emphasizing the key- 
board, this one requires the player to 
type in the missing letter or number of 
a series of characters that are displayed 
in the same sequence as they appear on 
the computer keyboard. 

A trip to Davy Jones's locker can be 
avoided with five correct answers with- 
in one of three preselected time limits 
— fifty-five seconds, thirly-lhree sec- 
onds or ten seconds. 

If the boat sinks, all is not lost, since 
further opportunities to play the game 
and save the boat are provided. Even to- 
tal failure does not stop the adventure, 
but more on that later. 

Eventually, Tink lands on a large is- 
land and, while exploring its secrets, 
suddenly finds himself being harassed 



by a gorilla who's throwing coconuts 
from the top of a palm tree. Sounds like 
time to play Coconut Catch, eh? 

Three-letter alphabet sequences are 
displayed on the screen with a blank in 
the middle. If the correct letter is sup- 
plied before the coconut hits the ground, 
it becomes part of a pyramid. 



R5TU 




CBErGHIJKLMHOPQRiTliUHXVZ 



Tink's Adventure. 



The first level gives one twelve tries 
to build a pyramid out of ten coconuts. 
The harder level requires one to build a 
fifteen-coconut pyramid with eighteen 
tries, and the hardest level gives twenty- 
five tries to assemble a pyramid from 



twenty-one coconuts. 

The last game is played when Tink's 
search leads him to Cork's Treasure. 
Here, one can practice ABC order alone, 
or ABC order and keyboard sequences 
mixed together. 

A five-character sequence displays, 
with one of the spaces blank. With ten 
correct answers in a row, Cork disap- 
pears, and the treasure is won. 

In the fast level, one has six seconds 
to enter the correct response. In the 
faster and fastest levels, this time limit 
is four seconds and two seconds, respec- 
tively. 

The overall design of Tink's Adven- 
ture is excellent. The adventure theme 
adds a bit of excitement without the 
threat of danger. If the helicopter runs 
out of gas and plunges into the water, or 
if the boat sinks, Tink, the Indiana Jones 
of TinkTonk Land, laughs in the face of 
danger and prevails. 

There always seems to be a raft or 
friendly whale around to get Tink to the 
island and continue the adventure. If 
one fails to accomplisli a task the first 
time, additional opportunities are pro- 
(continued on next page) 



ANALOG COMPUTING 



MAY 1985 / PAGE 15 



A 



GRIFFIN'S LAIR continued 



vided, if desired, or one can simply con- 
tinue the adventure. 

Clever graphics and straightforward 
on-screen instructions complement each 
other. One of the highlights of this pack- 
age is the distinctive music which ac- 
companies Tink on his adventure. From 
the lively, upbeat melody as the adven- 
ture begins to the chillingly haunting 
theme while following Cork's tracks, a 
mini sound track has been created — the 
perfect cherry with which to top the 
dessert. 

The educational objectives are sound, 
and the methods used are right on line. 

TUK GOES TO TOWN 
Sprout Software 
MINDSCAPE, INC. 
3444 Dundee Road 
Northbrook, IL 60062 
(314) 480-7667 
48K Disk $24.95 

The basic format in this game is simi- 
lar to Tink's Adventure. Tuk, the gar- 
dener in TinkTonk Land, makes a trip 
to town with plenty of stops along the 
way. During this excm'sion, any of sev- 
en games may be played. 

Tuk can travel to town by motorcycle, 
train, speedboat, or any one of eight 
possible modes of transportation. On his 
way, Tuk can travel through the farm, 
fair, forest or seashore, each with its 
own special game. 

Once in town, visits to the three dif- 
ferent stores provide additional games 
to be played. The educational objectives 
of the games comprising Tuk Goes to 
Town promote the development of visual 
discrimination skills, provide practice 
with spelling and help to build a larger 
vocabulary. 

The Farm game requires the player to 
unscramble the letters of either animal 
names or farm words. A picture of the 
animal is displayed above each letter, 
and a correct response makes the ani- 
mal jump into the pen. No penalty is as- 
sessed for incorrect keyboard entries, 
and an unlimited number of attempts is 
permitted. 

The Fair game is described as "Just 
for fmi," but, in fact, visual discrimina- 
tion skills will be enhanced, particularly 
in younger children. 



The game itself uses a shooting gal- 
lery, the targets consisting of a row of 
ducks. A variety of shapes move across 
the screen just below the ducks. In the 
center of the screen is a stationary group 
of three to five shapes, which are to be 
matched from left to right when their 
counterpart appears in the target sight 
immediately imder the duck. The player 
is provided with a limited number of 
bullets to shoot down the ducks. 



4,tk^^%%4^ii 



L E fl U E 5 



Tuk Goes to Town, 



ffi 



The Forest game is tlie most difficult 
and the most fun of all the games. Differ- 
ent shapes or letters are hidden in the 
forest. Numbers from one to nine are 
used to designate the hiding places. 

In "hidden shapes," a series of differ- 
ent shapes is displayed on the screen. 
A number hi the lower right-hand cor- 
ner of the screen denotes the number of 
attempts allowed to match these shapes. 
A free "peek" is given at the beginning, 
to see where the shapes are hiding. The 
shapes are matched from left to right, 
with each key pressed counting as one 
attempt. 

In "hidden letters," the object is to 
find the letters of a common forest word . 
Memory and concentration skills are ex- 
ercised in this game. 

Arriving at the Seashore, Tuk needs 
help to win a boat race. The player is 
presented with either a scrambled word 
or a word with missing vowels. In either 
case, with each correct entry, Tuk's boat 
moves closer to the finish line. 

Another boat, the competition, moves 
steadily toward the finish at one of two 
selected speeds. If all of the necessary 
letters are entered quickly enough, Tuk 
will win the race. Increasing the player's 



vocabulary and providing spelling prac- 
tice are the goals of this game. 

Once Tuk gets to town, there ai'e three 
stores for him to visit. These are games 
which stress pattern and shape recog- 
nition. 

In the Toy Store, a group of eight 
wrapped packages is displayed, with a 
letter beneath each one. One of the pack- 
ages differs from the others, and when 
the corresponding letter is pressed, it 
fills one of the blank spaces of the Toy 
Store word being sought. The packages 
change after each entry. 

The Market game consists of two ac- 
tivities which emphasize the develop- 
ment of similar skills. In "match the 
shapes," a series of shapes is displayed 
on the left side of a balance scale. At the 
bottom of the screen, several shapes are 
shown with letters in them. Matching 
a shape on the scale with the right one 
from the bottom places the respective 
letter on the right side of the scale. The 
scale is balanced when the correct mar- 
ket word is spelled out. As many tries 
as needed are permitted. 

In "find the word," only half the shape 
to be matched is shown on the scale, 
making it a little more difficult. 

The Clothes Store game is another of 
those just for fun. By selecting one of six 
styles of hats, pants, shirts and shoes, 
one can dress Tuk in a variety of fash- 
ionable togs. 

As with Tink's Adventure, the design 
featui-es of this program ai'e superb. With 
a little more emphasis on spelling and 
vocabulary, Tuk Goes to Town is as 
stimulating for older children as it is for 
younger ones. The TinkTonks are quite 
capable companions for these adven- 
tures into education. H 

Dr. Giiffiu, as Chief of Newborn Medi- 
cine at a perinatal center, spends most 
of his time in the newboi'n intensive care 
wai'd. 0//-hours, he's been using an 
Atari 800 /or /our years. ANALOG Com- 
puting magazine is almost entirely sub- 
sidized by Dr. Griffin's health insurance 
reimbursement, for providing psj'cho- 
therapy (hrough writing — to cure his 
unbelievable attraction to cliches. 



PAGE 16 / MAY 1985 



ANALOG COIVIPUTING 



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PAGE 18 / MAY 1985 



ANALOG COMPUTING 



ASK 

MR. 

FORTH 



by Donald Forbes 



If the audiences at your FORTH demos ever won- 
dered why a digital computer Uke Atari should be 
supported by a magazine whose unlikely name is 
embedded with dots, you can explain that it is short 
for Atari Newsletter And Lots Of Games. 

Most of the games from the first ten issues have 
been collected in the ANALOG Compendium, which 
they can obtain for fifteen pieces of silver (actually 
$14.95 plus $2.00 postage and handling). For another 
thirty pieces of silver, they can mail the card enclosed 
in the Compendium, to get the games on six sides 
of three disks, and save themselves some typing. 

The Compendium (an old ten-dollar word from the 
Latin for "that which is weighed together," now used 
to refer to a short, complete summary] also includes 
a dozen short programs in BASIC that show off Atari's 
graphic capabilities to good advantage. 

The structure of some of these programs makes it 
easy to translate them to FORTH and thus show some 
of the similarities and differences between the two 
languages. 

The first and shortest (Compendium, page 114] is 
a color demo in graphics 8 mode. Here is the BASIC 
code: 




R»C€. 



5 REH GRAPHICS 8 COLOR DEMO 

18 GRAPHICS 8:5ETC0L0R 2, 0, 15 : 5ETC0L0R 

l,e,0:COLOR 1 
26 FOR X-O TO 200 5TEP 2 
30 PLOT K,0:DRAHT0 X.IO 
40 NEXT H 

58 FOR X=l TO 201 5TEP 2 
68 PLOT X,2e:DRAHT0 X,30 
78 NEXT X 
88 FOR X=e TO 280 
90 PLOT X,40:DRAi<IT0 X,5e 
180 NEXT X 

This program splits into four logical sections. We 
can mark these with a red pen and ruler after Lines 
10, 40 and 70. Here is the line-for-line equivalent in 
FORTH: 

: GRSCOLOR 

8 GR. 2 8 15 5ETCDL0R 
18 5ETC0L0R 1 COLOR 

201 DO 

1 8 PLOT I 10 DRAMTO 

2 +LOOP 

202 1 00 

1 20 PLOT I 38 DRAHTO 

2 +LOOP 
201 DO 

I 40 PLOT I 50 DRAHTO 
LOOP ; 

Note that the limit of the DO. . . LOOP in FORTH 
is one more than in BASIC, because FORTH quits 
when it reaches the limit. Furthermore, the colon 



ANALOG COMPUTING 



MAY 1985 / PAGE 19 



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CIRCLE #106 ON READER SERVICE CARD 




ASK MR. FORTH comuiued 



definition is too long, even though it will work. 
FORTH is easier to miderstand and debug in small 
bites. An improvement would be to break the pro- 
gram into four pieces by line numbers, then combine 
them into one colon definition this way: 

: GR8C0L0R 

LINEie LINE2e LINESO LIHESO ; 

The second program (Compendium, page 57) is a 
Graphics 11 GTIA demo. 

le REM GRAPHICS 11 GTIA DEMO 

20 REM 

30 GRAPHICS 11 

40 CI=l:C=0:SETCOLOR 4,0,2 

50 FOR Y=0 TO 191 

60 FOR X=0 TO 79 

70 C=C*l:IF C=16 THEM C=0 

80 COLOR C 

90 PLOT H,Y 

100 NEKT M 

110 LC=LC+l:IF LC=16 



THEN Cl: 
120 C-C+CI:IF C=16 THEM C=0 
130 NEKT Y 
140 GOTO 140 



-ci:lc=i 



In this program, there is a logical break after Line 
40, and another after Line 130, with a DO. . .LOOP 
in Lines 60 to 100 embedded in another DO. . . LOOP. 

Since the inner loop invokes the counter for the 
outer loop, we will need a definition of/ (a FORTlri-79 
word that is not included in fig-FORTH, even though 
it's found in both Team Atari FORTH and valFORTH). 
The outer loop index Y in the BASIC program be- 
comes /, and the inner index X becomes I. 

Furthermore, the three variables CI, C and LC, 
which are defined automatically in BASIC, must be 
defined separately in FORTH. Here again is the line- 
for-line version: 

VARIABLE CI 

VARIABLE C 

VARIABLE LC 

: J R> R> R> R Rtt ! 

>R >R >R Rtt G ; 
: GRllGTIA 

( graphics ll gtia deHO } 

f ren i 

IX GR. 

1 CT ! C ! 4 

191 1 + DO C 
79 1 + DO 

1 C *• C e 16 = 

C e COLOR 

I J PLOT t H = 

LOOP 

1 LC +! LC e 16 
CI e MINUS CI 

CI e c *! c e 16 

C ! THEN 
LOOP 
BEGIN UNTIL ; 

This code, too, calls for comments. In the first 
place, the colon definition is too long and should be 
broken up. Second, the endless loop 140 GOTO 140 
can be handled in other ways. One way is a time- 



2 SETCOLOR 
add 1 to liHitJ 

IF C ! THEN 



I, Y - J) 



= IF 
! 1 LC 
IF 



• THEN 



delay loop, or even an embedded loop: 

: DELAY 3 DO 30000 DO LOOP LOOP 

or wait for a return key press with: 



DELAY ." 
KEY DROP 



Press return" 



Third, since we continuously need FORTH- 79 
words that are not in fig-FORTH, it makes sense to 
store them in a handy place. One way is to buy a set 
of alphabetic index tabs in a stationery store for about 
$3 and save the words in a loose-leaf binder. Obvi- 
ous candidates are /, PICK, ROLL, random number 
generators, and double number extensions [most of 
which appear in Leo Scanlon's Forth Programming]. 

The third program is a Moire demo (Compendium, 
page 122). The BASIC code is: 

10 DEG 

20 A:=INTtl. 9*160) 

30 GRAPHICS 8+16 

40 SETCOLOR 2,0,0 

50 FOR 1=0 TO 160 STEP 5 

60 B=INTCI/2J 

70 COLOR 1 

80 PLOT 0,B 

90 DRAHTO 1,160 

100 PLOT A,B 

110 DRAHTO A-I,160 

120 PLOT e,16e-B 

130 DRAHTO 1,0 

140 PLOT A,16e-B 

150 DRAHTO A-I,0 

160 NEKT I 

170 IF PEEKC764)<>255 THEN END 

ISO GOTO 170 

This program has a begimiing, a middle (the loop 
in Lines 50 to 160), and an end. In the FORTH trans- 
lation, we need variables A and B. The DEG func- 
tion is not necessary. The INT function isn't needed 
either, since we can use integer arithmetic. In Line 
20, however, we must be careful to multiply 160 by 
19 and then divide by 10. 






VARIABLE A 





VARIABLE B 


; 


MOIRE 




t deg) 




160 19 10 »/ A ! 




8 16 + GR. 




2 SETCOLOR 




160 1 + DO 




I 2 / B ! 




1 COLOR 




B G PLOT 




I 160 DRAHTO 




A G B G PLOT 




A G I - 160 DRAHTO 




160 B G - PLOT 




I DRAHTO 




A G 160 B G - PLOT 




A G I - DRAHTO 




5 +LOOP 




BEGIN 764 Q 255 = NOT IF 




." quit" QUIT THEN 




UNTIL ; 



ANALOG COMPUTING 



MAY 1985 / PAGE 21 



The Latest Innovations From CDY 
At The Lowest Prices Ever! 



Crisp, perfectly legible 80 columns! 

OMNIVIEW is a means of achieving professional word processing on your 
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But there are other features built into OMNIVIEW to make it even more 
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OMMMOS 

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Ritnrod 

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OMMMOS ot kjmioJ 

«k OMNI »K Hm tk Ml« 



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t:nhanced OS » Fasi Cursor 
Inclufc tASTCHlP KP 
80 Columns l:mulalion 
AXLON Ramdisk Handlers 
OMNIMON Fealures: 
A:Alrer Memors' 
B:Boor (Ram) disk 
C:CPU Regislers 
D:Displas Memory 
E:Single Slep Execrjrron 
t;Fill Program Buffer 
G:Binar\ Load Dircclnrs 
H.Hes Consersjon 
H:He\ Arirtimelk 
LInslall Ramdisk Handlers 
J:Jump Subrouiine IJSR) 
L:Dfrse Seleelmtr Coniro! 
M:Mose Block of Memors 
N:Relosare 6502 Code 
0:Operale Irom Program Bulfn 
P;Prinfer Conrrol 
R;Read Sei-lorlsl from Disk 
S Searsh Memors for Scquena" 
r-Toggle Hes Ctiar Diiplas Mod>; 



1 I Si 



s ( u 



: Blosks 



Men 



W \Sri 



1 10 Disk 
\ Disassemble Memors 
\ I ine \ssembler 
/ Fsii Monilo: 
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Redire.iion ol Primer I () 
talk 10 Happs Ram Buffer 
Sfl Cilunin .'\TRMON f 



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Incredibly powerful debugging monitor! 

OMNIMON is a ROM resident extension of the ATARI operating sy.stem 
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DEALERS INQUIRIES SOLICITED 





CIRCLE #107 ON READER SERVICE CARD 




ASK MR. FORTH 



coiitijiued 



This program, too, could be improved by breaking 
it iijto separate colon definitions, and by saving A 
and B on the stack. In the computer business, how- 
ever, you learn early to be wary of the optimization 
trap: first, you make it work; then, if you still have 
time, you optimize. 

The fourth program (Compendium, page 157] is 
called Pretty Demo, and it introduces some new fea- 
tures: 

10 OEG 

20 GRAPHICS 24 

30 COLOR 1 

40 5ETC0L0R 2,0,0 

50 FOR 1=1 TO 360 STEP 5 

60 X=319*I/360 

70 Y=80+80«SIH(I> 

80 IF I>270 THEN 180 

39 PLOT 0,8 

100 ORAHTO }<,Y 

110 IF K90 THEN 130 

128 DRAHTO 31?, 15? 

130 NEXT I 

140 IF PEEK f 764) <>255 THEN END 

150 GOTO 140 

The first thing to notice is that Line 60 calls for 
us to multiply 319 by I, which eventually becomes 
360, giving 114,840 as the product. This total exceeds 
the limit for signed integers, so we must use */ in- 
stead of a multiplication followed by a division. 

Furthermore, in Line 70, we need a SIN function 
to compute the sine of the loop index — and FORTH 
does not provide a built-in SIN function. 

The elegant solution is to develop a formula for a 
polynomial curve which will approximate the sine 
curve as closely as we need for our application. The 
simple way is to incorporate a table of sines in our 
program, with one entry for each degree from to 
90. Such a table appears on page 134 of Leo Scan- 
Ion's book and has the added advantage that we can 
compute other trigonometric functions, such as the 
cosine, by a simple transformation. 

ITere are the two screens needed to load the sine 
table: 



< trig 


table 


screen 


1) 


DECIMAL 










VARIABLE SINE 








0175 




0349 




0523 


0698 , 


0872 




1045 




1219 


1392 , 


1564 




1736 




1908 


2079 , 


2250 




2419 




2588 


2756 , 


2924 




3090 




3256 


3420 , 


3584 




3746 




3907 


4067 , 


4226 




4384 




4540 


4695 , 


4848 




5000 




5150 


5299 , 


5446 




5592 




5736 


5878 , 


6818 




6157 




6293 


6428 , 


6561 




6691 




6820 


6947 , 


7071 




7193 




7313 


7431 , 










— > 



7986 




8090 , 


8191 




8290 


8387 




8480 , 


8572 




8660 


8746 




8829 , 


8910 




8988 


9063 




9135 , 


9285 




9272 


9336 




9397 , 


9455 




9511 


9563 




9613 , 


9659 




9703 


9744 




9781 , 


9816 




9848 


9877 




9903 , 


9926 




9945 


9962 




9976 , 


9986 




9994 


9998 




10000 


P 







We need some code to reference the table, as in 
this screen: 

C trig table screen Si 

: LOOKUP SINE SHAP 2 » + G ," 

OUP 270 > 

ir.J^S..5'*'*P -LOOKUP MINUS 
ELSE DUP 180 > 

IF 180 - LOOKUP MINUS 

ELSE DUP 90 > 

IF ISO SNAP - THEK 

LOOKUP 

THEN THEN ; 

: COS 

DUP 270 > IF 278 - 

ELSE 90 + 

THEN SIN ; ;5 

(continued on next page) 



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t trig table screen 23 

7547 , 7660 , 7771 , 7888 



CIRCLE #108 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 / PAGE 23 



ASK MR. FORTH continued 



What SIN does is to return the sine of any integer- 
valued angle between degrees and 360 degrees. To 
use the result, you must divide it by 10,000. As Scan- 
Ion points out, "the cosine of any given angle is equal 
to the sine of an angle that is 90 degrees greater." 

He also notes that "negative angles have the same 
sines and cosines as their positive counterparts . . . 
This means you can also use SIN and COS for angles 
between -1 degrees and -360 degrees, by supply- 
ing the angle's absolute value on the stack." 

Here, then, is the FORTH code for the Pretty Demo 
to match the BASIC line for line (except that we must 
remember to divide the sine value by 10000). 

e VARIABLE K 
VARIABLE Y 
: PRETTY ( DEG J 
24 GR. 

1 COLOR 

2 SETCOLOR 
360 1 + 1 DO 

I 319 360 «/ K ! 

I 5IN 80 10000 «/ 80 ^ Y ! 

I 270 < IF 

PLOT THEN 
K e Y e DRAHTD 

1 90 > IF 

31? 159 DRAHTO THEN 

5 +LOOP 

BEGIN 764 C 255 - NOT IF 

." quit" QUIT THEN UNTIL ; 

Both sine and cosine functions can be combined 
in this short program from page 23 of the Compen- 
dium, called Circle Demo. 

10 XC=160: YC=80 
20 RD=68:INC=10:YS=0.75 
30 GRAPHICS 8: COLOR 1 
40 G05UB 1000: END 

1900 REM 

1010 REM CIRCLE DRAHER ROUTINE 

1020 REM 

1030 REM 

1040 REM xc: x-coord. Of center 

1050 REM YC: y-coord. Of center 

1060 REM RD: Circle radius 

1070 REM INC: drawing increnent 

1080 REM Y5: y-scaling factor 

1090 REM 

1100 DEG :PLOT MC,YC+RD»YS 

1110 FOR CIRCLErO TO 360 5TEP INC 

1120 XCOORD=KC+SINCCIRCLE)»RD 

1130 YC00RD=YC+C0SCCIRCLE)»RD»Y5 

1140 DRAMTO XCOORD, YCOORD 

1150 NEXT CIRCLE: RETURN 

This program consists of a subroutine which calls 
a loop, which in turn draws the perimeter of the cir- 
cle in steps of 10 degrees at a time, using the sine 
and cosine functions to locate the X and Y coordi- 
nates each time. Here is the FORTH version: 

t circle deMO l) 

160 VARIABLE XC 80 VARIABLE YC 
10 VARIABLE INC 60 VARIABLE RD 
75 VARIABLE Y5 C 8.75) 

VARIABLE XCOORD 

VARIABLE YCOORD 



G0SUB1008 XC RD e Y5 G 100 

»/ YC + PLOT 

360 1 + DO 

I SIN RD G 10000 */ 

XC G + XCOORD ! 
I COS RD G 10000 */ 

YS G 180 »/ 

YC G HK YCOORD ! 
XCOORD G YCOORD G DRAHTO 
INC G +LOOP ; — > 



C Circle deNo 2) 
: CIRCLE-DEMO 8 GR . 
GOSUBIOOO ; 



I COLOR 



Notice that the program contains a scaling factor 
(0.75) that was set at 75 in the FORTH program and 
that later must be divided by 100. Furthermore, both 
the sine and cosine values must first be divided by 
10,000. If the output looks more like an egg than a 
circle, you may want to experiment with the scaling 
factor. 

You can write a program to draw circles without 
using sines and cosines. There is a fiendishly clever 
program to do just that on page 125 of the Compen- 
dium, and it takes only twenty-five short lines. This 
innocent-looking program with the simple title Cir- 
cle Radius Demo looks easy: 

10 XCENTER=310/2:YCENTER=192/2 

100 GRAPHICS 8 

110 COLOR 1 

120 ? "ENTER RADIUS:"; :INPUT RADIUS 

130 LET RADIUS=RADIUS+3-l 

140 LET X=0 

150 LET Y=RADIUS 

160 LET DIAMETER=3-2«RADIUS 

170 IF X<=Y THEN GOSUB 1000: IF DIAMET 

ER<0 THEN DIAMETER=DIAHETER+4«X+6:X=X+ 

l:GOTO 178 

180 IF X>Y THEN END 

190 DIAMETER::DIAMETER+4«tX-Y>+10 

200 Y=Y-1 

210 X=X+l:GOTO 170 

1000 REM 

1010 PLOT XCENTER+X,YCENTER+Y 

1020 PLOT XCENTER+V,YCENTER+X 

1030 PLOT XCENTER+Y,YCENTER-X 

1840 PLOT XCENTER+X,VCENTER-Y 

1050 PLOT XCENTER-X,YCENTER-Y 

1060 PLOT XCEHTER-Y,YCENTER-X 

1070 PLOT XCENTER-Y,YCENTER+X 

1888 PLOT XCENTER-X,VCENTER+Y 

1090 RETURN 

The structure of the program appears to be straight- 
forward. You draw a red line after Line 160 and an- 
other after Line 210. Lines 10 through 160 are just 
sequential code, and all that is different is Line 120. 
It asks for input from the keyboard, which should 
present no problem in FORTH. 

The subroutine at the end of the program is also 
clear-cut. It is only when you begin to translate the 
five statements in Lines 170 to 210 that you realize 
you've hit a booby trap. This is what is referred to 
as "spaghetti code" (IBM's Joan K. Hughes, in her 



PAGE 24 /MAY 1985 



ANALOG COMPUTING 



ASK MR. FORTH coMnued 



book PL/1 Structured Programming called it "bowl- 
of-spaghetti code" or BS code), and the tip-off is right 
there: two GOTO 170 statements, one imconditional 
and one nested inside an IF statement. 

Computer science advanced in the 1970s from a 
black art to an organized and systematic process, 
when the mischief of the GOTO statement was final- 
ly identified. Newer languages, such as PL/1, found 
substitutes, and Pascal banished it completely. 

Structured programming at last made it possible 
to write programs that were free of logical errors and 
were relatively easy to debug and maintain. 

Computer scientists demonstrated mathematical- 
ly that any program could be built from a set of three 
simple building blocks with a common property: one 
input and one output. The SEQUENCE block has the 
trivial structure of one process performed after an- 
other. The IFTHENELSE block is merely a two-way 
branch. The third is the DOWHILE block, which tests 
for a true condition and then repeats an operation, 
as long as the test remains true (to exit from the 



block, the operation itself must reset the flag]. 

There are two additional variations in common use. 
The IFTHENELSE block can sometimes be replaced 
by the SELECT block (or CASE statement), which fea- 
tures a multiple-branch fork to avoid an awkward set 
of nested IF statements. A payroll program, for in- 
stance, could test immediately for single, married, 
widowed, divorced, separated, or never married. 

The variation on the DOWHILE block is the DO- 
UNTIL block which places the logical test at the end, 
instead of the beginning — and thus creates a hidden 
trap. The loop will always be executed at least once, 
as you'll discover to your consternation, when your 
payroll program looks for end-of-file after the first 
record, but the operator mounts a tape that has only 
a header label and a trailer label, and no first record! 

The details are given in Top Down Structured Pro- 
gramming Techniques by C. McGowan and J. Kelly, 
Petrochelli/Charter, New York, 1975. If your library 
doesn't have this, they can borrow it from another 
library. Anyone in your audience who writes pro- 




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CIRCLE #109 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 / PAGE 25 




ASK MR. FORTH co^uinued 



grams for a living will appreciate the tip. 

The logical structure of our spaghetti code, as the 
FORTH translation makes clear, is a pair of nested 
DOWHILE loops, with this structure in FORTH: 

BEGIN condition iWILE 

FORTH mrds 

REPEAT 

The first condition tested is whether X is less than 
or equal to Y; the second is whether DIAMETER is 
less than 0, or negative. 

You can ask for a number from the keyboard with 
the sequence QUERY 7TERMINAL INTERPRET. It 
will substitute for the INPUT statement in BASIC, 
and you may want to file it for reference. 

The FORTH code below also takes some liberties 
with the BASIC code. The END has been replaced 
by . "quit" QUIT. By using INITIAL to reset the vari- 
ables, shifting 8 GR., and then adding RERUN, you 

can use RADIUS DEMO to draw the first circle, and 

then RERUN to draw more circles without clearing 
the screen. 



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C radius 1) 

e VARIABLE XCENTER 

e VARIABLE YCENTER 

e VARIABLE KX 8 VARIABLE YY 

e VARIABLE DIAMETER 

e VARIABLE RADIUS C < 160 ) 

: INPUTtt ." radius? " QUERY CR 

?TERMINAL CR INTERPRET 

5HAP DROP ; 
: INITIAL INPUTtt RADIUS ! 

155 KCENTER ! 96 YCENTER ! 





XK ! VY 


I 


>IAMET 


ER ! 




C 8 GR. ) 


1 COLOR 






2 RADIUS +! XX 


! 






RADIUS e YY 


3 RADIUS 


8 




2 » - DIAMETER ! 


f 


~> 


c 

■ 


radius 2} 
GosuBieee 












XCENTER e 


XX 


8 + 








YCENTER e 


YY 


8 + 


PLOT 






XCENTER e 


YY 


8 + 








YCENTER e 


XX 


e + 


PLOT 






XCENTER e 


YY 


8 + 








YCENTER e 


XX 


8 - 


PLOT 






XCENTER e 


XX 


8 + 








YCENTER e 


YY 


8 - 


PLOT 


— > 


c 


radius 3) 












XCENTER 8 


XX 


8 - 








YCENTER 


YY 


8 - 


PLOT 






XCENTER e 


YY 


8 - 








YCENTER e 


XX 


8 - 


PLOT 






XCENTER 8 


YY 


8 - 








YCENTER 8 


XX 


e + 


PLOT 






XCENTER e 


XX 


8 - 








YCENTER 8 


YY 


8 + 


PLOT 


; ~> 


c 


radius 4) 










■ 
a 


L170 












BEGIN XX 8 YY 8 > NOT 


WHILE 




GosuBieoe 












BEGIN DIAMETER 8 8< WHILE 




XX 8 4 » 


6 + DIAMETER 


+ ! 




1 XX +! REPEAT 








XX 8 YY 8 


- 4 » 10 + 






DIAMETER 


♦ ! 










-1 YY *! 


1 XX + 


! REPEAT 




.■■ quit ■■ 


QUIT ; 






; 


RADIUS_DEM0 8 GR 








INITIAL L17e 


M 






: 


RERUN INITIAL L170 ; 


;s 



CIRCLE #110 Ot^ READER SERVICE CARD 



The ANALOG Compendium has half a dozen other 
short, graphic BASIC programs (especially the Tri- 
angle on page 29] which appear to be likely candi- 
dates for FORTH translations. 

Next month you'll have an opportmiity to upgrade 
the show-and-tell sessions you've conducted to date, 
and become a full fledged professor — by teaching a 
FORTH-79 class to begimiers. 

You will need one copy of the textbook for the class, 
which you may want to order right away [if you can't 
borrow a copy). The book costs $16, so be prepared 
to pass the hat at this session and the next. 

The text is The Complete Forth by Alan Winfield, 
Wiley Press, 605 Third Avenue, New York, New York 
10158. You may find it at bookstores like Dalton's and 



PAGE 26 / MAY 1985 



ANALOG COMPUTING 



ASK MR. FORTH ccMnueC 



Walden Books, or have your bookseller order one for 
you . Finally, you may charge to a credit card by tele- 
phoning Mountain View Press [P. O. Box 4656, Moun- 
tain View, California 94040) at 415-961-4103. 

If your audience has enjoyed your demos to date, 
they'll find your next session even more rewarding. D 



Send your letters to: 




ASK 
MR. FORTH 


?^] '<5^- P/^ 


RO. Box 23 ^ 
Worcester, MA 01603 


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CIRCLE #111 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 / PAGE 27 



ON-LINE 



How the 

effects of 

software 

piracy are 

made 

readily 

apparent 

. . .to the 

pirates 

themselves 



by Russ Wetmore 



Please bear with me in this, my first 
column for ANALOG Computing maga- 
zine, while I use the time and space for 
a little soapbox ranting and raving. For 
those of you who don't know me, I run 
a software research and development 
firm called Star Systems Software, Inc. 
in Orlando, Florida. I wrote a [at one 
time) best selling game called Preppie! 
for Adventure International, and a couple 
other games for Atari computers. 

Our current slant is towards personal 
productivity products, such as HomePak, 
a trademark of Batteries Included, which 
we recently completed for that company. 
I've been involved in all facets of the 
honre computer software industry almost 
from its very inception, from program- 
ming to advertising to publishing to. . . 
you name it; I've done it. Our firm cur- 
rently makes products for a wide gamut 
of machines, including those of Apple, 
Commodore, Tandy and IBM, but the 
Atari is my first love. 

A true story. 

The following might not seem relevant 
to computer software, but please patron- 
ize me for a moment while I get around 
to making my point. 

One of my favorite things is going to 
the movies. I decided to take in 2010 the 
otlier evening, anxious to see the sequel 
to one of my favorite movies of all time, 
2001: A Space Odyssey. The theatre we 



would be attending had recently been 
remodeled, and the evening promised to 
be an enjoyable one. 

Diana and 1 had just sat down when 
we were asked (politely) by a young cou- 
ple with two small children if we could 
move in from the aisle. Their children 
could see the movie better there, and 
would be less likely to fidget. "Fine," I 
said, and we moved over. 

The next two hoin's proved to be event- 
ful ones. 

One of the little monsters spilled my 
Coke. The parents were constantly try- 
ing to explain the story to the monsters, 
though it was way over tlieir heads (the 
parents', too) and based on the premises 
laid down in a movie made many years 
before they were even born. 

The parents put their feet all over the 
backs of the chairs in front of them. Ob- 
viously imitating their pai-ents, the mon- 
sters did likewise. I asked the parents if 
they did that at home, and their (not-so- 
polite, this time) response was, "Sure, 
don't you?" 

All four of them were constantly talk- 
ing (obviously never having heard of the 
word whisper) about which monster's 
turn it was to go to the rest room, and 
how much better a movie Star Wars had 
been. Both monsters spilled their pop- 
corn (buttered] all over the floor of the 
nicely renovated theatre. 

To beat the traffic, they left five min- 
utes before the movie was over If you've 
seen the movie, you know that the last 



PAGE 28 / MAY 1985 



ANALOG COMPUTING 



People tend not to have much 
respect when damaging 
someone else's property, or 
otherwise in/ringing on 
someone else's rights, if the 
effect of their disrespect is 
not immediately obvious 
to them. 



few minutes is where they explain not 
only what's happening, but the reason 
for both 2001 and 2010. What they pos- 
sibly could have gained from the movie, 
except for some dazzling special effects 
("not nearly as good as Star Wars' were") 
is beyond me. 

As I got up to leave, I looked around 
the theatre. It was a shambles. . .There 
were footprints all over the chairs. Emp- 
ty popcorn boxes and soft drink cups 
(along with their contents, in many 
cases) were strewn over the floor. Peo- 
ple all around me had talked incessant- 
ly throughout the entire movie. 

My VCR and the local rent-a-movie 
store are looking more and more invit- 
ing all the time. 

Getting down to it. 

The point of all this? People tend not 
to have much respect when damaging 
someone else's property, or otherwise in- 
fringing on someone else's rights, if the 
effect of their disrespect is not imrnedi- 
ately obvious to them. If I were to invite 
any of my fellow theatre patrons into my 
home, I'd make sure that they'd go to 
great lengths to keep their feet off of my 
furniture and food/beverages in their 
respective containers. 

They would not interrupt conversa- 
tions and would, generally, be as polite 
as they've been taught to be while some- 
one's guest. Put those people in a movie 
theatre, and all manners go to hell in a 
handbasket. 



Also, people tend to do as they've 
seen others do. . ."monkey see, monkey 
do." If everyone else is having food fights 
with their popcorn, why shouldn't you? 
If you want to hold a loud conversation 
about what Ethel wore to your dinner 
last night — and want to do it in the mid- 
dle of an engrossing movie — surely your 
right to talk outweighs someone else's 
right to enjoy an artistic experience 
they've paid $4.50 or so for, right? 

These are the same people we expect 
to have respect for the rights of program- 
mers and their work. If everyone around 
you is pirating (the last time I'll use that 
word; it really should be called stealing) 
software, why shouldn't you? The way 
that it hurts programmers like myself is 
not immediately obvious, so there is 
very little guilt inherent in stealing soft- 
ware. 

The arguments 
for stealing software. 

"The programmer will never miss the 
sales from this one program I've stolen. 
He's rich enough, anyway." 

I've got news for you . I make enough 
from programming to make a living at 
it, but I'm far from rich. I won't lose my 
mortgage over one stolen program, but 
surely you're not naive enough to believe 
that you're the only person in the whole 
world who thinks the way you do. If I 
make $2 .00 from the sale of a single pro- 
gram, and just a thousand people think 
as you do, then I've lost $2,000. 



I say "just a thousand" for argument's 
sake— I'd estimate that, for a best sell- 
ing program, the number would be more 
inclined to reach into the tens (or even 
hundreds) of thousands. If someone 
stole $20,000 from you, could you in 
good conscience tell me that you 
wouldn't care one way or the other? 

"The program's too expensive. They're 
trying to rip me off." 

Maybe. A Porsche 944 is too expen- 
sive for me, but I'd like to have one. 
Maybe I should complain to my local 
Porsche dealer that the price is too high, 
and rip one off from his lot. 

"I don't know if the company is going 
to be around a year from now." 

Nice try. A couple of years ago (to use 
the automobile analogy again) there was 
serious concern as to whether Chrysler 
was going to be around much longer. So, 
obviously, the thing to do was to go out 
and heist a few Dodge trucks, right? 

"All my /riends do it." 

Again, nice try. Like being a lemming, 
huh? San Quentin is just plumb full of 
criminals and friends of same, who all 
have similar "hobbies." 

C'mon, people. Stealing is stealing, 
and programmers like me aren't the only 
people you're hurting. I almost left the 
industry last year because of piracy, and 
I'm sure I'm not alone. 

To help combat the problem, we just 

(continued on next pagej 



ANALOG COMPUTING 



MAY 1985 / PAGE 29 




ON-LINE 



continued 



completed a package called HomePak 
that is: (1) low in price and (2) not copy- 
protected. If the program doesn't sell, 
and if I can attribute those lost sales to 
theft, then I doubt that I'll do another pro- 
gram for commercial sale. 

If you want us to continue writing pro- 
grams, then you've got to support us by 
buying the software you want or need, 
and by not condoning software theft 
among your friends. 

One last true story. 

I frequently stop by local software mer- 
chants to watch from the sidelines, to see 
what people are buying and what kind 
of difficulties they have getting software 
to run. It helps me to determine what's 
important to novice users and to put fea- 
tures users want in my programs. 

One day, a kid (about 15, I'd guess) si- 
dled up next to me with a box full of 
disks. We got to talking about the latest 
games, and he asked me if I'd seen this 
"great new game" called Sea Dragon, 
which he'd just gotten a copy of (and 
which I'd written). 



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THE EASY WAY. . . 

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Good for use with 
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Tape includes: 

1. Using a printer, recorder 
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Personal checks must clear. 

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P.O. BOX 162953, MIAMI, FL 33116 
(305) 255-7330 

Atari is a registered trademark of Atari Corp. 
DEALER INQUIRIES INVITED. 



"No," I said enthusiastically, "what 
does it look like?" He whipped out a 
disk (not an original, of course) and 
booted up the program. I watched pas- 
sively for a few minutes, then reached 
into my wallet, pulled out $3.00 and put 
it on the table in front of him. 

Thinking I wanted to buy a copy from 
him, he said, "Hey, no problem. Just 
give me a disk, and I'll copy it for you." 

"No, I don't want to buy it. You see, 
I wrote the program. I lost about $3.00 
because you stole it. I just wanted to 
save you the trouble for the next pro- 
gram of mine you steal, and let you take 
the $3.00 ahead of time." 

He laughed for a bit, then realized I 
was serious. He turned white as a sheet, 
silently packed up his box of disks and 
left. I've been told that he refuses to take 
stolen programs now, but, one way or 
another, I made an impression on him 
by graphically showing him the harm 
he'd done to me. 

I find it very hard to believe that peo- 
ple would knowingly hurt me (and my 



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family — I have others to support besides 
myself] by stealing my programs, if they 
really knew what they were doing. 

I hope I've made an impression on at 
least one of you out there. All I want is 
to be paid for my efforts. It's a shame 
that, in an industry as fast-growing and 
potentially important as home computer 
software, I have to plead for something 
which would be considered as a matter 
course anywhere else. Sigh. 

A call to arms. 

Or should I say "a call to letters?" This 
column doesn't have any preplanned for- 
mat. It will be part gossip, news, pro- 
gramming tips (and, as in this issue, 
soapbox tirades). If there's something 
particular you'd like, please write to this 
column c/o ANALOG Computing, P.O. 
Box 23, Worcester, MA 01603. 

I'm open to most any subject, from 
Action! to "how do I get a program pub- 
lished?" — so fire away. I can't individu- 
ally answer all letters, but will take the 
more interesting or representative ones 
for inclusion here. D 



CIRCLE #140 ON READER SERVICE CARD 



Dept. 3, 86 Ridgedale Avenue 
Cedar Knolls, NJ 07927 

(NJ Residents add 6% Sales Tax) 
Dealer Inquiries Invited 

CIRCLE #141 ON READER SERVICE CARD 



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Order belore 11 A.M. lor same day shipping. 



CIRCLE #142 ON READER SERVICE CARD 



PAGE 30 /MAY 1985 



ANALOG COMPUTING 






Maniac! 



Stuntman 



Fill 'Er Up 






lt> h 



m^asmmmi 






i 


F3 


1 



Dino Battle 



Color Slot Machine 



CiSes 



Where can you get all of these programs 
(and dozens more!) for only $14*95? 

See page 55 to find out. 






Triple Threat Dice 

■paMfMMaiMMMMMIipiTC 



3-D Graphs 



Sphere Demo 




SETS PEN SIZE TO LOREE 
SETS PEN SIZE TO KEDZUH 
SETS PEN SIZE TO SMOLL 
SETS PEN TO ERASE MOOE 
SETS PEN TO VKCH KODE 
HELP... LISTS THE COMMOHOS 
STORTING POINT FOR FILL 
ENDING POINT FOR FILL 
FILLS THE AREA HITH COLOR 
CHANGES BACKGROUND COLOR 
CHANGES BACKGROUND IHTEHSIrV 
CHANGES PEN BRIGHTNESS 

R< - CLEARS THE SCREEN 

-L - LOADS PICTURE FROM TAPE 

-S - SAVES PICTURE TO TAPE 

-X - EXITS PROCRAH 




Leprechaun King 



Sketch Pad 



Harvey Wallbanger 



THE END 
USER 



THIS MONTH: 

Taking 

perfect 

pictures of 

Atari 

computer 

graphics 



by Arthur Leyenberger 



Arthur Leyenbei^er is a human /actors 
psychologist Jiving in New Jersey. He 
does free-lance writing and microcom- 
puter consulting, and has been an Atari 
enthusiast for over three years. 



Welcome back, all of you End Users. 
One thing that's Lmdoubledly true about 
this great Atari adventure that we've all 
embarked on is that, regardless of who 
we are, we're all End Users. Therefore, 
we share a common need to learn to gel 
the most out of our Atari computers. 
That's why we're here. 

This month, the column is devoted to 
discussing how to take pic:tures of your 
video monitor or television . . . and a very 
brief mention of a book that you may 
find interesting reading. 
The book. 
Since July of 1984, Jack Tramiel and 
his three sons have owned Atari — and 
have held our collective fate in their 
hands. At the Winter Consumer Elec- 
tronics Show, an impressive line of new 
computers was unveiled. Tramiel and 
sons are betting that these machines 
will make Atari profitable in 198.5, also 
making it the number one low-end com- 
puter maker 

If Jack Tramiel is able to pull off the 
big turnaround for Atari, I predict that 
he will be a candidate for Time maga- 
zine's Man of the Year Award. We'll have 
to wait and see what liappens. But. in 
the meantime, there is a book you ought 
to be aware of. 

Described as a "bonevolonl dictator." 
there is no question that Jack Tramiel is 
a brilliant, controversial businessman. 



In order to learn more about the man 
and the future of Atari, I highly recom- 
mend that you read Home Computer 
Wars by Michael Tomczyk. Publislied by 
COMPUTE! Books (at $15 hardcover, $19 
softcover], this accomit of the man who 
just may be the greatest name in the mi- 
crocomputer business makes fascinating 
reading. 

Screen pictures — getting ready. 

There's nothing quite like the satisfac- 
tion of creating your own graphics pro- 
grams. Seeing the results on the video 
screen is a pleasure that can only be tru- 
ly appreciated after spending many long 
hours writing and debugging the code. 
But there's one hassle. 

hi order for you to share your color- 
ful creations with friends and family, 
you must boot up your system and have 
everyone gather around the tube. Others 
may not be totally impressed with your 
creation, as they squint to see it on the 
small screen. And your Atari system 
isn't that portable. 

Wliat's the solution? Why, take a pic- 
ture of the screen. Then, matte finish 
3-by-5-incli prints can be mailed like 
postcards, and slides can be shown onto 
a projection screen. What a thrill! Here's 
how you do it. 

There are a few things you need to 
take pictures of your television or mon- 
itor screen: a camera, a tripod and some 
film. Just about any camera will work, 
but the best results come from a single- 
lens reflex (SLRJ type, with a lens be- 



PAGE 32 / MAY 1985 



ANALOG COMPUTING 




tween 50 and lOOmm. With an SLR, less 
guesswork is required to obtain excel- 
lent shots, because what you see is what 
you get. 

A tripod provides a steady support for 
the camera. Normally, most people can- 
not hand hold a camera when using a 
shutter speed of ybo second or slower. 
When photograpliing a screen, I normal- 
ly use a 1/2 second shutter speed. 

If you don't have a tripod, an impro- 
vised camera support like a chair or ta- 
ble will do fine. To avoid bumping the 
camera while the shutter is open, it's 
best to have an inexpensive (about $3) 
shutter release cable. If your camera has 
a self-timer, you can use that in place 
of the cable release. 

Finally, you'll need some film. For 
slides, I generally use Kodachrome 64. 
For prints, I use Kodacolor 100. It doesn't 
have to be Kodak film, but the ASA film 
speeds of 64 and 100 are important. 
Now for the fun part. 

Getting it on film. 

Line up your camera so that the back 
of the camera is parallel with the front 
of the TV or monitoi-. With a SOituti lens, 
the camera will probably need to be 
about two to three feet from the screen. 
Make sure that the lens is pointed at the 
center of the screen. 

With the image that you're going to 
photograpii on the screen, adjust the TV 
or monitor controls for the best possible 
picture. Get the color and tint balanced 
first, then adjust the brightness, and Fi- 



nally, use the contrast control for the 
crispest image you can get. 

Now, set the camera to an f-stop of 5.6. 
This will be the aperture setting that 
you'll always use. Any variation in the 
exposure will be done by adjusting the 
shutter speed. 




Graphs and charts look 
impressive. 

Each marking on the shutter speed 
dial is either one-half or twice the previ- 
ous marking, so it's easy to use and un- 
derstand. Initially, set the shutter speed 
to Va second. 

Focus the camera lens and adjust the 
distance from the camera to the screen, 
so that you can see two inches on all 
sides of the video screen. This is impor- 
tant, because, when the pictures are de- 
veloped, part of the photo around the 
edges is lost. 

To take the picture, turn off all the 
lights in the rooin and press the cable 



release. If you are using a self-timer, you 
might want to activate it first, then turn 
off the room lights until the shot is com- 
pleted. 

If this is your first time taking pictures 
off of your screen, it would be wise to 
bracket your shots. To bracket your shot, 
take two additional pictures with every- 
thing exactly the same except the shut- 
ter speed. Take one shot at yii second (a 
little faster] and another shot at Vz sec- 
ond (a little slower). These two settings 
will allow the film to receive less light 
and more light, respectively. 

If you're using print film, it is imper- 
ative that you tell whoever is doing the 
developing that you have CRT shots. If 
you forget to do this, I can tell you from 
experience that your prints will come 
back with washed out, often strange- 
looking colors. 



ROU 

now 
now 
now 

ROW 
ROW 

ROW 
UIJW 



REiJEXUE 
2SSB.8a 
IGBS.Sa 

bsas.aa 
«5aa,aa 
2saa.aa 
i5aB . aa 
56as . ea 



-— _ --JHt CUHSDB 

SaUe FILE LOftD KILE 

C-FFIWE FILE 'iPtCIfV FDRH 

5MIFT COL UP LM UF ft COL 



'iMMcPHFu raus BEKU !:UJI|J!bcniiTii«UE 

Syntrend from Synapse. 

(continued on next page) 



ANALOG COMPUTING 



MAY 1985 / PAGE 33 




THE END USER co^inued 



The automatic printing machines that 
film processors use are designed to ad- 
just the color balance as if you were tak- 
ing pictures of sunsets and the family 
dog. This is understandable, since 95 
percent of what they process is just this 
type of snapshot. Slide film is not as 
critical, but it would not hurt to tell the 
developer that you have CRT shots. 

Another decision you have to make is 
whether to have matte or glossy prints 
made. If you plan to send them as post- 
cards or handle them a lot, order matte 
finish. It's more resistant to fingerprints 
and will not scratch as easily. 

On the other hand, if you want the 
sharpest looking print, or if you're send- 
ing prints to a magazine for publication, 
choose glossy finish. Be sure to handle 
the prints carefully, along the edges if 
possible. 

I usually use V2 second shutter speed 
for slides and ys for prints. But you'll 
have to experiment with various expo- 
sures until you find the right speed. 




Synapse's Quasimodo. 

A good approach is to shoot a roll of 
film as a test roll. Use different shutter 
speeds and be sure to keep a record of 
each exposure. Then, when your film 
comes back, pick out the best shot, de- 
termine what exposure was used, and 
you'll be all set. You can continue to use 
these same settings as long as you don't 
change the contrast and brightness con- 
trols on your TV or monitor. 



When to say it in pictures. 

There are dozens of reasons why you 
will want to take pictures of your TV or 
monitor screen. Here are just a few. 

How about capturing that high game 
score that you'll want to show friends 
— or send to a software company for 
patches or other prizes? Maybe you'd 
like to take a picture of your special 
grapfiics creation. Whether from a touch 
tablet, BASIC program or light pen, sav- 
ing pictures is fun. 

Screen shots often look quite nice 
when enlarged to 5x7 or 8xl0-inch size. 
Matting and framing these make them 
into very attractive wall hangings, per- 
fect for original, creative gift giving. 

Regardless of what you do with your 
screen shots, if you follow these simple 
instructions and experiment a little, I 
tliink you'll be pleasantly surprised with 
the results. And so will your friends and 
family. Happy shooting! 

Next month ; control a robot with your 
Atari computer! D 



WHAT IS 
CHECKSUM DATA? 

Most program listings in ANALOG Computing are followed by a table of numbers appearing as 
DATA statements, called "CHECKSUM DATA." Tfiese numbers are to be used in conjunction with 
D:CHECK and CrCHECK (which appeared in ANALOG Computing issue 16 and the ANALOG 
Compendium) or with Unicheck (from issue 24), 

D:CHECK and C:CHECK (written by Istvan Mohos and Tom Hudson) and Unichecic (by Tom 

Hudson) are designed to find and correct typing errors when readers are entering programs from 
the magazine. For those readers who would like copies of these articles, you may send for back 
issue 16 or 24 ($4.00 each) or the ANALOG Compendium ($14.95 plus $2.00 shipping and han- 



dling from: 



I 



ANALOG Computing 

P. O. Box 61 5 
Holmes, PA 19045 



PAGE 34/ MAY 1985 



ANALOG COMPUTING 



16K Cassette or 48K Disk 
Joystick 



GAME 



^ 




A commevcial quality 
game demonstrating MHD, 
the ultimate machine 
language iplayevi missile 
handler for 
Atari computers 



You have opened a new restaurant called Basic 
Burger. However, jealous competitors have contam- 
inated your food. Your three chefs must assemble Ba- 
sic Burgers while avoiding contaminated food. The 
contaminated food moves faster than your chef, but 
can be killed by falling burger parts or flying pep- 
pers (your trigger). 

Yom- pepper shaker contains only five flying pep- 
pers. To renew them, you must catch the bouncing 
pepper shaker which occasionally travels through the 
maze. 

Assembling burgers, killing contaminated food and 
collecting bouncing money earns points. For each 
10000 points, you earn a new chef. 

The contaminated food comes in from the sides. 
By listening to their entering sound, you can tell 
which side the food will enter from. 

At the start of each round, a random maze is gen- 
erated with up and down ladders. The speed of all 
players increases from rounds 1 to 7. 

Pressing START will restart Basic Burgers at level 
1. Pressing the SPACE BAR will pause/resume the 
game. 



ANALOG COMPUTING 



MAY 1985 / PAGE 35 



^ Basic Burger 



continued 



Typing it in. 

Listing 1 creates two files which the Basic Burg- 
er program needs. The first file MHD (motion han- 
dler) may be used in games of your own design. The 
second file contains the modified character set, the 
player control stacks for MHD and the player images. 

Listing 2 is Basic Burger, a 16K cassette or 24K 
disk maze game with as many as nine fast-moving 
objects on the screen at once. 




Basic Burger. 

This program illustrates many of the features of 
MHD (i.e., cyclic action, maze logic with variable 
homing logic, auto action on collision, auto action 
on boimdary violation, adjustable player speeds, mis- 
sile support, joystick and trigger support. 

Cassette users must add Listing 2C to Listing 2 . 
When Basic Burger is RUN, cassette users will be 
asked to moimt the tape created by Listing 1 and 
press RETURN. After debugging Basic Burger, the 
program plus the two files it uses may be placed on 
a single tape by typing GOTO 25000. 
iVIHD design. 

This section is for programmers wishing to incor- 
porate MHD into their own games. Maze games or 
simple shoot- 'em-up games can be handled. MHD is 
a IK machine language program that runs concur- 
rently with Atari BASIC via deferred VBI (vertical 
blank interrupt). Its features are: 

(1) The position of player/missiles may be 
POKEd. 

(2) The velocity of player/missiles may be 
POKEd. 

(3) Player/missiles may be controlled via joy- 
stick/trigger. 

(4) User may specify number of bullets. 



(5) Complete missile logic is supported, or mis- 
siles may be automatically grouped to form fifth 
player. 

(6) Cyclic action is supported when player is 
in motion. 

(7) Auto action on specified collisions between 
player to various playfields, player to specified 
players, or player to specified missiles. Missile 
to missile collisions are not supported. Action 
can be stopped, reset to previous noncollision 
position or removed. 

(8) Auto action on boundary violation. Action 
can be to remove player or limit player to bomi- 
dary. 

(9) Maze logic for joystick players and maze 
players with individual homing intelligence is 
supported. Legal directions at each grid point 
are specified by the grid table. 

Using lUIHD. 

Users will need familiarity with player/missile 
graphics (if necessary, see COMPUTEf's First Book 
of Atari Graphics, Chapter 5). The user needs to 
specify where MHD, player control stacks, PMBASE 
and the grid table are to be loaded (see Figure 1). 
There are a series of OS and MHD POKEs to speci- 
fy various options (see Tables 1 and 2). Subroutine 
20000 sets up all of the above for Basic Burger. 

The heart of MHD is the player control stacks. Play- 
er stacks 0-7 control players 0-3 and missiles 0-3. Each 
stack is 32 bytes long (see Figures 2 and 4) . All stacks 
are turned on with 1= L/SR(ADR(VEGTOR$j,ONJ and 
off with I =USR (ADR (VECTORS], OFF). 

Study Figure 4 carefully to learn how to control 
your player's position, speed, collision actions, im- 
ages and boundary action. Individual stacks can be 
turned off by POKEing X to 0. To remove image from 
screen, POKE X to 2, a boundary violation. MHD 
will remove player and turn the stack off. 

Negative numbers. 

DX and DY may be negative. To POKE in a nega- 
tive number, add 256 to it and POKE in the result. 
For example, -2 becomes 256-2, or 254. 

IMaze design. 

The following equation, called the grid equation, 
states that there are grid points every B steps in the 
X direction, and every A steps in the Y direction. 

Displacement = 16 * (Y/A) + (X/B) - C 
Constant C is used to place the grid's corner at a 
given location (i.e., C = 16 * (YO/A) - (XO/B) , where 
(XO, YO) is the upper left-hand corner of the grid. 
YO/A and XO/B must be integers. 



PAGE 36 / MAY 1985 



ANALOG COMPUTING 



^ Basic Burger continued 



The grid table is a 256-byte table which defines 
legal directions for the players to move at each grid 
point. The grid equation yields a displacement from 
the start of the table. The value at the displacement 
defines legal directions for the grid point (i.e., l = up, 
2 = down, 4 = left, 8 = right] . For example, if down and 
left are the legal directions, then the value of the grid 
point is 2 + 4, or 6. 

MHD code. 

MHD options are selected by changing MHD 
directly (see Table 2). Listing 3 gives the source code 
for MHD, allowing special patches to be added. The 
source code is for the BASM assembler, a subset of 
the BASM compiler. MHD and the player control 
stacks must lie on a page boundary. 

Table 1. 





OS POKES FOR PMG 


Register 


Description 


Content 


559 


Resolution 


46=Double, 62=Singlei 


623 


Priorily 


(1 P0-P3,PF0-PF3, 2 PO, P1,PF0,PF1,P2,P3, 
PF2,PF3, 4 PF0-PF3,P0-P3, 8 PF0.PF1.P0, 

P1,PF2,PF3,P2,P3)+16 if missiles have own 
color (register 711). 


704-707 


Player color 


Hue* 16+ intensity 


53256-53259 


Player width 


0=Normal, 1=Double, 3=0uadrupie 


53260 


Width of missiles 


Two bits for each missile specify width 


53277 


Enable 
player/missile 


3=Enable' 


53278 


Hit clear 


clears collision registers 
53252-53255 (player to playfields) 
53260-53263 (player to player) 
53256-53260 (missile to players) 


53279 


Page of player/ 
missile area 


PEEK(106)-8=Double resolution, 
PEEK(106)-16=Single resolution' 


'Most common POKE(s) to Ihis 


register 



Table 2. 





MHD POKES 


POKE 


CONTENT 


DEFAULT VALUE 


ON-flOII 


Page address of MHD 


100 


0N-f2 


Page of player control stack 


152 


ON-fl32 


Page of player/missile base 


152 


ON-flC06 


Grid table address 


(0,6) page 6 


0N-^31 


MHD exit address, user VBLANK 


(98,288) XITVBV 


ON-l-63 


0= Rapid fire 


203= Life trig between stiots 


ON-HOO 


26=Limit bullets 


30=Don't limit bullets 


ON-H02 


Bullet limit 


255 


ON-h435=4 


Enable missiles as 


8 


and 


5th player i.e. 




ON+951=0 


Stack player 4 


252 


ON-f574 


2= Continuous cyclic action 


20=Cyclic action when 
moving. 


RESULT OF 


GRID EQUATION POKES 




POKES 


POKES TO MAKE 




A=8 default 


POKE ON-l-987,10:POKE ON 


+988,234:POKE ON-f 941,7 


A=16 


POKE ON+987,234:POKE ON-^988,234:POKE ON-l-941,15 | 


A=4 


POKE ON-f987,10:POKE ON 


+ 988,10:POKE ON-)-941,3 


B=16 delaul 


POKE ON-r99474:POKE ON 


-f 934,15 


B=8 


POKE ON-f994234:POKE ON+934,7 | 


C 


POKE ON+1003,C 






Presents: 



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mann Tally, Panasonic & other compatible dot matrix printers to dump Graphics 7+ and 
8 screens in 3 sizes (4 on Epson) and print all control and inverse characters in fonts 
provided or use your own. New Features: Adjustable margins, FAST LISTER, Font 
uploader*, adjustable line spacing. Font Splicer (combine 2 fonts together). 
•Prowriter 8510AP w/chip, Epson FX-80 & Panasonic KX-P1092 

48K disk please specify printer Only $24.95 

Chip for Prowriter $15.00 



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The Ultimate Atari Database 



XLENT MegaFiler 

by Jerry Kwit (Mode Mixer 2) 

"I don't believe you can get better value for your 
money . . ." ACE Newsletter 

"Its claim to fame is the large amounts of 
records it can handle." ANALOG 

XLENT MegaFiler is a very powerful and easy to use database system that can handle 
over 1 500 records. Allows you to define a formula, modify database records, add or 
delete fields and modify field lengths. Features Report and Label generation. New 
Features: Sort on multiple fields, create report subfile. 
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Our First Adventure Into Games 



Dungeons, Dragons, 
& Other Perils 

by James Hurd 

The most accurate D&D adventure for your Atari. 
Multiple levels with many rooms. Vampires, ghouls and 
monsters await you. Features Dragon's Handbook by 
Jennifer Brabson 
48Kdisk Only $19.95 




*ih~ 



Out Of The Ordinary 



Hypnosis witli 

Drainwave Synciironization 

by Gene Levine 

A powerful modern addition to the traditional hypnotic aids — from 
bright shiny objects and spinning disk, to photic stimulators. Seven 
screens to aid you. 
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Add $2.00 for shipping and handling. C.O.D, orders, $1.65 fee is added. Virginia 
residents: Add 4% sales lax. Send check or money order to: 

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P.O. Box 5228 

Dept. B 

Springfield, Virginia 22150 

24 Hour Order Phone (703) 644-8881 

CIRCLE #112 ON READER SERVICE CARD > 



ANALOG COMPUTING 



MAY 1985 / PAGE 37 




W}. 



You have already 
made your 
first mistake ! 

You thought that cassette recorder 
would handle your storage needs. 

WRONG! — 

Don't make 
another one ! 

You think you need a disk drive 
to solve your storage problems. 

WRONG! 

You need 2 
disk drives ! 

Any serious application practically 
demands at least Z drives. 

Word Froce55\ng 

Spreadsheet 

Data Base Management 

Mailing List Software 

All of these are made more 
powerful and, at the same time, 
easier to use If you have two disis 
drives. 

5o now it will cost twice as much, 
right? 

WRONG! 

You need an Astra single or double 
density dual disk drive. Two drives 
in one low-priced unit. 

Astra Systems now has 
two new models for your 
ATARI: 




ASTRA 2001 

Single or Double Density 
^isk Drive 

■ Advanced Circuitry 

■ Rotary Doors 

■ Direct Drive Motors 
. 360 Kbytes 
I Reliable, Quiet Operation 

■ rast Read/Write 
. Easy Data Read 

ASTRA ''BIG D" 

■ Double 5lded Drives 

■ Single or Double Density 
~ Direct Drive Motors 
- 720 Kbytes 

ALL DRIVE5 FURMISMED WITH 
5MARTD05 0RMYD05* 

•DOUBLE 5IDEDDRIV/E5 

Eur nearest dealer or distributor call 
(714) 549-2141 

^^FISTRFI SVST6MS, INC. 

2500 5outh Eairview, Unit L 
5anta Ana, California 92704 



CIRCLE #113 ON READER SERVICE CARD 



^ Basic Burger cominued 



Figure 1. 



MEMORY LAYOUT FOR BASIC BURGER 


Displacement 


from 






PMBASE 




PGS 


CONTENT 


-512 




-2 


Modified cfiaracter set 










Player control stack 


256 




1 


Player images 


768 




3 


Missiles 


1024 




4 


Player Chef 


1280 




5 


Player 1 Hot Dog 


1536 




6 


Player 2 Pickle 


1792 




7 


Player 3 Chicken 


2048 




8 


MHD 1012 Bytes; Screen memory 960 bytes 


4096 




16 


Top of memory 



Programmers should keep this article to incor- 
porate MHD into their own games. D 



Player 
stack 


1 
2 
3 
4 
5 
6 
7 



Figure 2. 

INDIVIDUAL PLAYER CONTROL STACKS 

Displacement 

from start Controls 

Player Cfief 

32 Player 1 Hot Dog 

64 Player 2 Pickle 

96 Player 3 Cfiicken 

128 Missile Left Pepper 

160 Missile 1 Rigfit Pepper 

192 Missile 2 Bouncing Pepper 

224 Missile 3 Bouncing Money 



Figure 3. 
IMAGE LOCATIONS 

Displacement 

from start Images 

Two hot dog images 

32 Two pickle images 

64 Two chicken images 

96 Six chef images 

192 Flying peppers 

200 Four bouncing pepper images 

232 Four bouncing bill images 



David H. ButJer is a CEO of the Hendry Corpora- 
tion, which determines — without going into the 
market — what would happen if marketing strategies 
were changed on new or mature products. He has 
twenty years of computer experience. 

Listing 1. 

5 REH PROGRAH CREATES THO FILES FOR BA 

SIC BURGER 

le REH LOAD HHD IN MEMORY 

28 PGT0P=PEEKC106} : PG=PGT0P-8 : LIMEzlOO 

ee:GOSUB 1080 

30 REM LOAD PLAYER STACKS IN MEMORY 

48 ? CHR5C253J :PG=PGT0P-ll:LINE=1878«: 

GDSUB 1800 

58 REM LOAD PLAYER IMAGES IN MEMORY 

68 ? CHRSC253J :PG=PGT0P-10:LINE=11008: 

GOSUB 1800 

78 REM MODIFY CHARACTER SET IN MEMORY 

88 ? CHRSC253J :PG=PGT0P-13:LINE=11388: 

GOSUB 1800:? CHR|(2533 

90 B=PG»256:A=PEEKC756)»256:F0R 1=128 

TO 511: POKE B+I,PEEKfA+I} :NEKT I: FOR I 

=256 TO 263: POKE B+I, 255: NEXT 1 

96 A=B*512: RESTORE 97: FOR 1=0 TO 7:REA 
D B:POKE A-272+I,B:P0KE A-257-I,B :HEXT 

97 DATA 255,231,195,129,231,231,231,25 

99 DIM F1SC20},F2SC203:F1S="C:":F2S=F1 

S:SP=128 

108 ? "MAKE CASETTE COJ , OR DISKCIJ";: 

INPUT CD: IF CD THEN F1$="D:MHD.ML":F2S 

="D : BURGER . BIN" : SP=8 

185 IF CD=8 THEN ? "INSERT CASSETTE, P 

USH PLAY AND":? "RECORD AND PRESS RETU 

RN" 

118 10=2 :PG=PGT0P-8: OPEN ltI0,8, SP,F1$ : 

NUM=iei2 

120 GOSUB 20118 



Figure 4. 



fcontinued on next page] 



Displacement from start 





Content 

X Horizontal position 

1 Y Vertical position 

2 DX Change in X per change 

3 DY Change in Y per change 

4 IJIFFIES Jiffies per image change 

5 XJIFFIES Jiffies per X change 

6 YJIFFIES Jiffies per Y change 

7 PPFC Player to playfields collision command 

8 PPC Player to players collision command 

9 PMC Player to missiles collision command 

10 #IMAGES Number of images to cycle 

11 IMSZ Image size 

12 IMPTR Image pointer used by MHD 

13 LSBIM Image address, least significant byte 

14 MSBIM Image address, most significant byte 

15 HI + BFLG Homing intelligence + boundary flag 

Collision command (0 = Stop, 64 = Reset, 128 = Remove on collision) 

+ WITH (bits 0-3) 

HI (2,4,6 . .254) Random to hound dog. 

BFLG (0 = Remove on violation, 1 =Stop on boundary) 

1 Jiffy = Veo of a second 



PLAYER CONTROL STACK 

Displacement from start 



Content 

16 XMIN Lower horizontal limit 

17 XMAX Upper horizontal limit 

18 YMIN Lower vertical limit 

19 YMAX Upper vertical limit 

20 ICNT MHD counter used with IJIFFIES 

21 XCNT MHD counter used with XJIFFIES 

22 YCNT MHD counter used with YJIFFIES 

23 PX Prior X without collision 

24 PY Prior Y used to reset on collision 

25 LY Last Y used to remove old image 

26 CONTROL 26-31 control special functions 

27 Dx Defines DX.DY for stick or maze players 

28 Dy For trigger add to CPLR's X,Y to form 

missile's X,Y. 

29 CPLR Player to home in on (CONTROL 16) 

30 HX or BULLET COUNT 

31 HY or Last trigger position 

CONTROL (255 = None, - 3 = Trigger, 4 - 7 = 4-way stick, 8-11= 8-way stick, 

1 6 = Maze player with homing logic, 20 - 23 = Maze stick) 

Maze player has intelligence HI and homes in on CPLR. 

II CPLR = 255, then maze player homes in on HX.HY. 

Note: If player stack is not used, set X = and CONTROL = 255. 



ANALOG COMPUTING 



MAY 1985/ PAGE 39 



^^ 



Basic Burger 



continued 



13fl HEM WRITE CHSET STACK AND IMAGES 

140 PG=PGT0P-13:MUM=1023:P0KE 764,12:0 

PEH «I0,8,SP,F2S 

150 GOSUB 20110: POKE fPGT0P-8)»256, : E 

ND 

1000 REM SUBR LOAD DATA IN MEMORY 

1810 RESTORE LINE :B=PG«256:SUM=0 : TRAP 

1030 

1020 FOR J=0 TO 15: READ A: POKE B,A:SUM 

=SUM+A:B=B+l:NEKT J 

1030 IF LINE<>PEEKtl83)+256»PEEKC184J 

THEN ? LINE;" MISSING": END 

1040 READ A:IF SUMOABSCA) THEM ? "CHE 

CKSUM ERROR LINE "; LINE: END 

1050 ? LINE:LINE=LINE+10:IF A>0 THEN 1 

020 

1060 TRAP 40000: RETURN 

99S9 REM MHD.ML 

10000 DATA 216,163,152,133,204,169,255 

,133,0,133,209,230,0,165,0,201,2369 

10010 DATA 8,208,14,165,209,208,3,141, 

30,208,160,8,162,0,76,98,4067 

10020 DATA 228,10,10,10,10,10,133,203, 

160,0,177,203,208,85,160,26,5700 

10030 DATA 177,203,201,4,176,213,170,1 

60,31,189,132,2,209,203,240,203,8213 

10040 DATA 145,203,168,208,198,165,204 

,133,206,160,29,177,203,10,10,10,10442 

10050 DATA 10,10,133,205,160,0,177,205 

,240,177,160,30,177,203,24,105,12458 

10060 DATA 1,145,203,160,30,201,255,20 

8,4, 169 , 255 , 145 , 203 ,160,27,177, 14801 

10070 DATA 203,160,0,24,113,205,145,20 

3,160,28,177,203,160,1,24,113,16720 

10080 DATA 205,145,203,169,152,133,208 

,165,0,201,4, 144 , 2 , 169 , 255 , 24 , 18899 

10890 DATA 105,4,74,170,169,0,106,133, 

207,138,101,208,133,208,165,0,20820 

10100 DATA 73,4,170,160,7,177,203,61,0 

,208,208,56,200,177,203,61,22788 

10110 DATA 8,208,208,48,169,1,133,205, 

165,0,201,4,176,81,170,200,24765 

10120 DATA 177,203,240,75,133,206,202, 

48,4,6,205,144,249,160,0,70,26887 

10130 DATA 206,144,7,185,8,208,37,205, 

208,8,200,192,4,208,240,24,28971 

10140 DATA 144,45,160,9,177,203,10,144 

,14,169,0,133,209,160,0,145,30693 

10150 DATA 203,32,187,103,76,11,100,10 

,144,18,160,23,177,203,160,0,32300 

10160 DATA 132,209,145,203,160,24,177, 

203 , 160,1 , 145 , 203 , 76 , 174 , 101 , 160 , 34573 

10170 DATA 21,177,203,24,105,1,145,203 

,160,5,209,203,144,43,160,21,36397 

10180 DATA 169,0,145,203,168,177,203,1 

60,23,145,203,24,160,2,113,203,38495 

10190 DATA 160,16,209,203,176,10,160,1 

5,177,203,41,1,240,171,208,9,40494 

10200 DATA 200,209,203,176,241,160,0,1 

45,203,160,22,177,203,24,105,1,42723 

10210 DATA 145,203,160,6,209,203,144,4 

4,160,22,169,0,145,203,160,1,44697 

10220 DATA 177,203,160,24,145,203,24,1 

60,3,113,203,160,18,209,203,176,46878 

10230 DATA 10,168,15,177,203,41,1,208, 

11 , 240 , 193 , 200 , 209 , 203 , 176 , 241 , 49166 

10240 DATA 160,1,145,203,160,20,177,20 

3,24,105,1,145,203,160,4,209,51086 

10250 DATA 203,144,27,160,20,169,0,145 

,203,160,12,177,203,24,105,1,52839 

10260 DATA 145,203,160,10,209,203,144, 

6 , 160 , 12 , 169 ,0 , 145 ,203 , 166 , O, 54774 

10270 DATA 160,0,224,8,208,17,202,138, 

73,3,10,234,234,113,203,157,56758 

18288 DATA 4,208,202,16,242,48,5,177,2 

03,157,0,208,160,12,177,203,58780 

10290 DATA 170,136,169,0,24,202,48,4,1 

13,203,208,249,160,13,24,113,60616 



10300 DATA 203,133,205,200,169,0,113,2 

03,133,206,160,1,177,203,72,160,62954 

10310 DATA 25,209,203,240,3,32,187,103 

,104,160,25,145,203,24,101,207,64925 

10320 DATA 133,207,160,11,177,203,168, 

136,166,0,189,179,103,170,138,49,67114 

10330 DATA 207,17,205,145,207,136,16,2 

46,160,26,177,203,48,108,201,4,69220 

10340 DATA 144,104,201,12,176,103,133, 

205,41,3,170,169,0,160,2,145,70988 

10350 DATA 203,200,145,203,189,120,2,7 

3,15,133,206,208,8,160,20,169,73042 

10360 DATA 0,145,203,240,69,70,206,144 

,10,160,28,169,0,241,203,160,75090 

10370 DATA 3,145,203,70,206,144,8,168, 

28,177,203,160,3,145,203,70,77018 

10380 DATA 206,144,10,160,27,169,0,241 

,203,160,2,145,203,70,206,144,79108 

10390 DATA 8,160,27,177,203,160,2,145, 

203,165,205,201,8,176,11,160,81119 

10400 DATA 2,177,203,240,5,200,169,0,1 

45,203,76,11,100,201,16,240,83107 

10410 DATA 112,41,3,170,32,161,103,240 

,13,169,12,192,0,240,2,169,84766 

10420 DATA 3,133,206,24,144,50,32,215, 

103,160,2,177,203,48,10,165,86441 

10430 DATA 206,41,8,208,12,145,203,240 

,8,165,206,41,4,208,2,145,88283 

10440 DATA 203,200,177,203,48,10,165,2 

06,41,2,208,12,145,203,240,8,90354 

10450 DATA 165,206,41,1,208,2,145,203, 

189 , 120 , 2 , 73 , 15 , 37 , 206 , 133 , 92100 

10460 DATA 206,208,12,160,2,177,203,20 

0,17,203,208,12,76,61,102,169,94116 

10470 DATA 0,160,2,145,203,200,145,203 

,169,4,133,205,76,69,102,208,96140 

10480 DATA 137,160,21,177,203,288,246, 

32,161,103,208,243,32,215,103,240,9863 

1 

10490 DATA 222,160,2,177,203,240,14,48 

,6,165,206,41,11,208,25,165,100524 

10500 DATA 206,41,7,208,19,200,177,203 

,48.8,240,14,165,206,41.14,102321 

10510 DATA 208,6,165,206,41,13,240,183 

,133,206,160,15,173,10,210,209,104499 

10520 DATA 203,144,17,173,10,210,41,3, 

170,189,175,103,37,206,240,243,106663 

10530 DATA 133,206,208,155,160,29,177, 

203,48,27,10,10,10,10,10,133,108192 

10540 DATA 207,165,204,133,208,160,0,1 

77,207,160,30,145,203,160,1,177,110529 

10550 DATA 207,160,31,145,203,160,30,1 

77,203,160,0,209,203,240,12,48,112717 

10560 DATA 4,169,8,208,2,169,4,37,206, 

208 , 197 , 160 , 31 , 177 , 203 , 160 , 114660 

10578 DATA 1,289,203,48,4,169,2,208,2, 

169,1,37,206,208,177,240,116544 

10580 DATA 162,160,0,177,203,41,15,208 

,5,200,177,203,41,7,96,1,118240 

10590 DATA 2,4,8,0,0,0,0,252,243,207,6 

3,166,0,189,179,103,119656 

10600 DATA 133,1,160,11,177,203,170,16 

0,25,177,203,168,177,207,37,1,121666 

10610 DATA 145,207,200,202,288,246,96, 

160,1,177,203,10,234,133,206,136,12423 



10620 DATA 177,203,74,74,74,74,24,101, 

206,56,233,0,168,185,0,6,125885 

10630 DATA 133,206,96,100,0,0,0,0,0,0, 

0,0,0,0,0,0,-126420 

10690 REM PLAYER CONTROL STACKS *** 

10695 REM CHEF 

10700 DATA 0,0,0,0,10,4,5,0,143,0,2,16 

,0,160,145,1,486 

10710 DATA 60,196,40,137,0,0,0,0,0,0,2 

0,1,1,0,0,0,941 

10715 REM HOT DOG 



PAGE 40 / MAY 1985 



ANALOG COMPUTING 



^^ 



Basic Burger continued 



L972B DATA 8,0,0,8,18,3,4,133,0,131,2, 

16,0,8,145,158,1541 

18738 DATA 18,250,16,258,8,8,0,8,8,8,1 

6,1,1,8,8,8,2885 

18735 REM PICKEL 

10748 DATA 8,8,8,8,18,3,4,139,8,131,2, 

16,8,32,145,158,2717 

18758 DATA 18,258,16,258,8,8,0,8,8,8,1 

6,1,1,0,0,0,3261 

10755 REM CHICKEN 

10768 DATA 8,0,0,0,20,3,4,135,0,131,2, 

16,0,64,145,158,3335 

18778 DATA 18,250,16,250,0,0,0,8,0,0,1 

6,1,1,0,0,0,4479 

18775 REM RIGHT FLVIMG PEPPER 

18788 DATA 8,8,1,1,0,1,1,139,142,8,1,5 

,8,192,145,8,5187 

10790 DATA 32,216,16,200,8,8,0,8,0,0,0 

,4,255,0,0,0,5830 

18795 REM LEFT FLYIMG PEPPER 

18800 DATA 8,8,255,1,8,1,1,139,142,8,1 

,5,0,192,145,8,6712 

18818 DATA 32,216,16,200,8,8,8,0,0,0,0 

,2,255,0,0,0,7433 

10815 REM BOUNCING P 

10820 DATA 0,0,0,0,4,5,6,0,1,0,4,8,0,2 

00,145,1,7807 

10830 DATA 32,240,40,137,0,0,0,0,8,8,1 

6,1,1,1,0,0,8275 

10835 REM BOUNCING MONEY 

10840 DATA 0,0,0,0,4,5,6,0,129,0,4,8,0 

,232,145,0,8808 

10850 DATA 32,240,40,137,0,0,0,0,0,0,1 

6,1,1,1,0,0,-9276 

10990 REM IMAGES FOR PLAVER5 **** 

10995 REM THO HOT DOG IMAGES 

11008 DATA 48,120,180,252,252,126,126, 

62,62,126,126,252,252,252,120,48,2404 

11010 DATA 12,30,45,62,62,126,126,252, 

252,126,126,62,62,62,30,12,3851 

11015 REM TMO PICKEL IMAGES 

11020 DATA 0,24,0,126,0,90,0,255,0,231 

,0,98,8,126,0,24,4817 

11038 DATA 0,0,0,0,0,0,126,255,126,0,8 

,8,0,0,0,0,5324 

11035 REM THO CHICKEN IMAGES 

11040 DATA 0,0,24,60,60,126,126,126,12 

6,60,60,60,24,24,24,60,6284 

11050 DATA 0,0,68,24,24,24,60,60,60,12 

6,126, 126 , 126 , 60 , 60 , 24 , 7244 

11055 REM 2 MV LEFT, 2 MV HT,2 CLIMBING 

CHEF IMAGES 
11068 DATA 8,8,8,8,62,127,62,28,28,12, 
63 , 127 , 92 , 28 , 54 , 54 , 7981 

11878 DATA 8,8,0,0,62,127,62,28,28,12, 
127,127,29,28,54,99,8764 
11080 DATA 0,0,0,0,62,127,62,28,28,24, 
63,127,92,28,54,54,9513 

11090 DATA 0,0,0,0,62,127,62,28,28,24, 
127,127,29,28,54,99,10308 
11100 DATA 0,0,0,0,0,124,254,124,56,56 
,126,254,254,252,108,12,11928 
11110 DATA 0,0,0,0,0,124,254,124,56,56 
, 252 , 254 , 254 , 126 , 108 , 96 , 13632 
11115 REM FLYING PEPPER, 4 BOUNCING P 
11120 DATA 15,0,15,0,15,0,0,0,48,48,48 
,32,32,32,0,0,13917 

11138 DATA 8,48,48,48,32,32,32,8,8,8,4 
8,48,48,32,32,32,14397 
11135 REM , 4 MONEY IMAGES 
11148 DATA 8,48,48,48,32,32,32,0,0,0,0 
,8,192,192,192,192,15405 
11150 DATA 0,0,0,192,192,192,192,0,0,0 
,192,192,192,192,0,0,16941 
11160 DATA 0,0,0,192,192,192,192,0,0,0 
,0,0,0,0,0,0,-17709 
11290 REM 16 REDEFINED CHARACTERS *** 



11300 DATA 0,0,0,0,0,0,0,0,255,255,0,2 

55,0,255,0,255,1275 

11310 DATA 3,7,15,31,63,127,255,255,25 

5,255,191,255,255,255,223,255,3975 

11320 DATA 192,240,248,252,254,255,191 

,255,0,255,0,255,0,255,8,255,6882 

11330 DATA 19,63,127,255,255,127,63,6, 

96,252,254,255,255,254,252,200,9615 

11340 DATA 255,191,255,127,63,31,15,3, 

255 , 191 , 255 , 254 , 252 , 248, 240 , 192, 12442 

11350 DATA 0,0,0,0,0,0,8,255,31,63,127 

,191,255,127,63,31,13585 

11360 DATA 248,252,254,255,191,254,252 

,248,28,191,255,255,255,255,253,56,170 

87 

11370 DATA 0,8,8,0,0,0,24,60,24,24,60, 

36,36,44,110, 126 , -17631 

20110 REM I0=tl=READ,2=MRITEJ 

20120 REM PG^PAGE , NUM =tt OF BYTES 

20138 I0CB=832+I0*16:P0KE IOCB+2, 3*4*1 

0:POKE I0CB+4,0:P0KE I0CB+5,PG 

28148 I=INT(NUM/256) :PDKE I0CB*8,NUM-I 

*256;P0KE IOCB+9,1 

28158 I=USR CADR fhhhSLUB") , I0»16) : CL05 

E ttIO: RETURN 



CHECKSUM DATA. 

(see page 34] 

5 DATA 771,738,722,884,34,857,16,424,3 

49,88,667,293,346,991,751,7931 

110 DATA 123,4,909,25,65,590,547,424,9 

24,502,1,910,182,723,185,6114 

10828 DATA 412,553,26,538,574,696,887, 

738 , 415 , 486 , 389 , 582 , 327 , 485 , 15 , 6787 

10170 DATA 491,587,509,525,462,777,568 

, 446 , 453 , 457 , 387 , 348 , 464 , 752 , 538 , 7668 

10320 DATA 65,626,500,716,498,266,707, 

484,242,414,286,236,464,460,722,6686 

10470 DATA 454,887,514,289,804.762,747 

,44,783,276,236,178,849,599,821,8243 

10628 DATA 274,852,632,889,617,375,251 

,892,579,468,175,578,328,199,598,7699 

18775 DATA 11,875,874,214,981,853,757, 

385 , 579 , 438 , 431 , 836 , 363 , 78 , 733 , 8248 

11818 DATA 86,771,4,369,26,699,712,583 

,578,397,576,571,138,132,222,5776 

11128 DATA 987,284,318,368,844,897,922 

,886,567,339,818,885,368,194,414,9067 

20110 DATA 736,579,477,205,172,2169 



Listing 2. 

t REM ** BASIC BURGER «« 
2 REM BY DAVID H. BUTLER 

4 K1=1:K2=2:K3=3:K4=4:K5=5:K6=6 

5 DIM UP$(K1) ,UECT0R$(ll},F00D5fl6) ,B$ 
C12> :LIFE=K3:BPNT=1OO00:BS=" 

" : LEUEL=:PEEK f 1750) 
10 RESTORE 1600: FOR I=K1 TO 11: READ A: 
VECTOR$(I)=CHR$CA} :NEKT I:FOR I=K1 TO 
18: READ A:F00D5fI)=CHR$(A) :NEXT I 
98 GRAPHICS 17: POKE 77,K0:G0SUB 28888: 
POKE 756,PGCHSET:PFLG=K0:G0SUB 78eO:BF 
LG=PFLG:SOUND K1,20,12,S :POKE 764,255 
163 IF PEEKC53279)=K6 OR NOT STRIGCKO 
) THEN GOSUB 550: RUN 



ANALOG COMPUTING 



MAY 1985/ PAGE 41 



^ 



Basic Burger continued 



164 IF LIFE=Ke THEN I=U5RCADRfUECT0R$) 
,0FF):60SUB 15e0:P0SITI0N K6,Ke:? ttK6; 
"0"; :GOTO 163 

165 G05UB 558 :8LUE=17e:X0LI>=128: POKE A 
*K1 , 40 : POKE A , XOLIX : I=U5R CADR CVECTOR$} , 
ON) 

169 REM START OF MAIN LOOP 

170 X=PEEK CA) : K13INT tX/32+0 , 5>»32 : IF 
NOT M THEN G05UB 9108: GOTO 163 

175 Z=PEEKCA«K2)<>Ke:IF Z THEN SOUND K 

8,258,K2,Z«K4 

188 IF X-X0LD>24 THEN Xe=XOLD:XOLD=:Xl: 

X1=X1-8:G0SUB 1008 

181 IF X0LD-X>24 THEN X8=X1 :X1=X0LD:X0 

LD=X8:G0SUB 1000 

183 VOID- PEEK CA<^K1> ; POSI TION Ke,Ke:? tt 
K6;"Q091g "aiFE;" JSAMi ".PHT; :IF PEE 
K(53279]=K6 THEN LIFE^KOiGOTO 164 

184 IF PNT>=BPNT THEN GOSUB 9410 

186 I=PEEKtPEPPER)»K2+Kl:P0SITI0N Kl,2 
2'.1 ttK6;B$CKl,I); : POSITION Kl,23:? ttK6 
;bSck1,I); 

187 IF NOT BFLG THEN IF PEEKt20)>6e T 
HEN POSITION 14,23:? ttK6;" "} 

190 POKE 53761, KO:REM QUICK SO. 0,8, 0,0 

191 IF NOT PFLG THEN IF PEEKC53778XK 
4 THEN PFLG=Kl:B=A«K6«32: GOSUB 1120 

192 IF PFLG=:K1 THEN B=PEEKC53258)/K2:I 
F BOINTCB) THEN GOSUB 827e:P0KE A+192 
,K2:PFLG=Ke:G0SUB 9380:P0KE 53278, KO 

193 IF NOT BFLG THEN IF PEEK C53770J <7 
THEN BFLG=K1:B=A+224:G0SUB 1120 

194 IF BFLG AND NOT PEEKCA^224) THEN 
POSITION 14,23:? tlK6;"B=";B0NUS; :BFL6= 
KO:PNT=PNT+BONUS:POKE 20, KO: GOSUB 9380 

195 IF PEEKC764}=33 THEN GOSUB 9000 
280 GOSUB liee;GOSUB 998:G0T0 178 

540 REM REMOVE ALL PLAYERS, SET DX AND 
DY TO ZERO ON ALL BUT PEPPERS 

550 FOR I=Ke TO 7 : B=A+I«32 :POKE B,K2:P 

OKE 532481^1, KO: IF I<>K4 AND I<>K5 THEN 
POKE B+K2,Ke:P0KE B+K3,K0 

560 NEXT I:POKE A+21,K0:P0KE 53278, K8: 

BFLG=Ke:PFLG=Ke:D=K8: RETURN 

980 REM CHOOSE CHEF IMAGE 

990 DX=PEEK(A+K2) :POKE A+13,96«CDX=255 

) +128K CDX=K1) Hhl6e« tDX=KO) 

993 REM FLYING PEPPER SOUND 

995 P=PEEKCA+128) :IF NOT P THEN P=PEE 
KCA+ieO) 

996 DX=ABSCP-PEEKCA))/10: SOUND K1,K5,K 
4, t8-DX)«CDX<8)«(P<>K0) :RETURN 

999 REM FALLING BURGER ROUTINE 

1800 Y=INT C (YOLD-40 J /24+0 . 5)«24+40 : PY= 

Y/8-K2 : PX=X8/8-K5 : LOCATE PX , PY , OUT : IN= 

32 

1818 IF IN=OUT THEN RETURN 

1825 REM REMOVE FOOD ON TOP BURGER PAR 

T 

1830 FOR 1=32 TO 96 STEP 32 :B-PEEK tl+A 

) :IF PEEKtA+I+Kl)=Y THEN IF B>X8 AND B 

<X1 THEN POKE I+A,K2 

1840 NEXT I 

1845 PNT=PNT+iee:POSITION PX.PY:? ttK6; 

II II m 

1050 FD=K6»C0UT=34J+9«C0UT=K6J+12»t0UT 

=1391 HI15«C0UT=40)+Kl: SOUND K0,255-PY»1 

0,ie,K4 

1851 POKE 53763, KOZIF PEEKCA«128) THEN 

SOUND K1,K5,K4,K4 
1855 F00D=K3«tlN=178)+K6»CIN=34J+9»CIN 
=K6J +12«IIN=139) ♦15«tIH=40J +K1 : IF PEEK 
C764)=33 THEN GOSUB 9888 
1868 IF PY>16 THEN LOCATE PX,PY-»K1 ,IN : 
IF IN032 THEN PNT=PNT*408»CPY=17) :POK 
E 53761, K8: GOTO 1895 



1878 IF IN=32 OR IN=BLUE THEN POSITION 
PX,PY:? ttK6;F00D$fF00D,F00D+K2); :IF C 

IN=:BLUE) AND PEEKCA+K3) THEN GOSUB 990 

1875 PY=PY+Kl: LOCATE PX,PY, IN :POSITION 
PX,PV:? ttK6;F0OD$CFD,FD+K2); :IF IH<>3 

2 AND INOBLUE THEN OUT=IN:GOTO 1858 

1898 GOTO 1855 

1891 REM TEST FOR END OF ROUND 

1895 FOR I=K4 TO 16 STEP K4:L0CATE 1,1 

7,B:IF B=32 THEN POP : RETURN 

1096 NEXT I: POP :PNT=PNT«888:F0R I=K1 

TO K3:PNT=PNT+ie8«C NOT PEEKfA4l«32)) : 

NEXT I: GOSUB 550: GOSUB 9200: GOTO 18 

1899 REM BRING FOOD TO LIFE 
1100 IF RNDCK8X8.75 THEN RETURN 

1185 B=A+32+32«INT(K3«RNDfK8)):IF PEEK 

CB) THEN RETURN 

1118 D=D+Kl:PNT=PNT+(D>K3)«100 

1120 Y=40HKINTCRNDCK0)«K5)«24:X1=32«192 

«INTCRNDCK8}«K2):PQKE B+K1,Y:P0KE B+K2 

,K0:P0KE B+K3,K8:P0KE B, XI: RETURN 

1500 REM PUT DEAD CHEF ON SCREEN 

1518 I=PEEK CA+25) +A+ie24 : B=PEEK tA+13J ♦ 

256»PEEKCA+14):F0R J=K4 TO 15:P0KE I+J 

, PEEK CB+ J) : NEXT J : RETURN 

1600 DATA 104,184,178,184,168,169,7,32 

,92,228,96 

1618 DATA 32,32,32,178,170,170,34,35,3 

6,6,13,7,139,131,140,40,35,41 

7888 REM SET SPEEDS 

7818 LEVEL=LEVEL*CLEVEL<7J: RESTORE 788 

8:P0SITI8N 14,22:? ttK6 ;••[£"; LEVEL; 

7815 FOR I=K1 TO LEVEL:READ B,C, BONUS: 

NEXT I 

7820 POSITION K2,K2:? ttK6;"GET READY T 

PLAY"; 

7838 POSITION K2,21:? ttKe; "BASIC BURGE 

nil ■ 

7848 POKE A4K5,BHhKl:P0KE A+K6, C4K1 :POK 

E A+197,B+K2:P0KE A+198,C*K2 

7858 FOR I=:K1 TO K3:P0KE A+I»32+K5,B:P 

OKE A+I«32+K6,C:NEXT I:PEPPER=A+128+38 

:IF NOT PNT THEN POKE PEPPER, KO 

7888 DATA 4,3,508,3,4,758,3,3,1888,3,2 

,1588,2,3,2000,2,2,3888,2,1 ,5888 

7898 POSITION K2,22:? ttK6;"iailGgl&B";K 

5~PEEK CPEPPER) " 

7980 POSITION K2,23:? ttK6;"(I£ISB";LIF 

E'" H^B""PNT' 

7985 IF PHT>BPNT THEN GOSUB 9400 

8088 REM DRAM RANDOM MAZE 

8818 FOR I=KO TO 192 STEP 16: RESTORE 8 

050:C=C NOT I}+K2»CI=192} 

8828 FOR J=K1 TO 16: READ B 

8838 POKE 1536+I+J,B-C«CB=K3) 

8840 NEXT J: IF PEEK C53279J=K5 THEN LEV 

EL=LEUEL»CLEVEL<>7J :POKE 1758, LEVEL :P0 

P :GOTe 7888 

8845 NEXT I 

8858 DATA 8,8,8,3,12,3,12,3,12,3,12,3, 

8855 REM ADD BASIC MAZE 

8868 FOR I=K2 TO 11 STEP K3:P0SITI0N K 



X+HBf-ZtHW^V;***-/.***-/ 



':GOTO 8090 
8888 ? ttKe;"B 
8898 ? ttK6;" 

8188 ? ltK6;" _____ 

^^OHEIO^OSITION K2,14:? tlK6;"BG33 

8128 REM ADD FOOD MODIFY MAZE 

8130 FOR I=K3 TO 15 STEP K4:FD=7 

8140 B=K3+K3«INTCRNDCK8)»K5) 

8158 FOR J=K3 TO 15 STEP K3 

8168 IF J=B THEN POSITION I,J-K1:? ttK6 

;" "; :GOTO 8198 



PAGE 42 / MAY 1985 



ANALOG COMPUTING 



^^ 



Basic Burger continued 



8170 POSITION I, J:? ttK6;F00D$fFD,FD+K2 

) J :FD=FD*K3 

8180 GRID=1536+16»CJ-K3J + CI+K5J /K2 : POK 

E GRID, PEEK CGRIDJ +8: POKE GRID+K2,PEEK ( 

GRID+K2]«K4 

8190 NEXT J: NEXT I 

8200 REH ADD ONE MAY LADDERS 

8210 FOR I=K3 TO 19 STEP K4 

8220 UP= NOT UP:UPS="H":IF UP THEN UPS 

="a" 

8230 J=K4+K3«INT(RNDCK0)«K4} :GRI0=1536 

+16«JJ-K4)+CI+K5)/K2 

8240 B=GRID+48«C NOT UP):IF PEEKCBl-UP 

=K1 THEN 8230 

8250 POKE B,PEEKCB}-UP-UP-C NOT UP) 

8260 POSITION I-K1,J:? ttK6;UP$; : NEXT 1 

8270 POSITION K2,21:F0R I=:K1 TO 17:? tt 

K6;CHR$C96};:NEXT IrPOSITION K2,22:F0R 

I=K1 TO K5:? t»K6;" ";CHRSC14); :NEXT I 
8280 POSITION K0,23:? »K6;" / / / / 
/ 

8285 IF PNT AND NOT PFLG THEN RETURN 
8290 B=A+128:P0KE PEPPER, KO : POKE B«2e, 
K8:P0KE PEPPER+32,K0:P0KE B+32+26,Ke:R 
ETURN 

9000 POKE 764, 255 :I=USRCADRf VECTORS), 
FF) :GOSUB 9220 

9810 IF PEEKC764)<>33 THEN 9010 
9020 POKE 764, 255 :I=USRCADRf VECTORS), 
N) : RETURN 

9100 REM KILL CHEF SOUND 
9110 LIFE=LIFE-Kl:FOH D=15 TO KO STEP 
-K1:S0UND K0,2S5«RNDCK0),ie,D:NEXT D:P 
FLF=D : BFLG=D : RETURN 
9200 REM END ROUND SOUND 
9210 FOR 1=160 TO 80 STEP -K1:S0UND KO 
,I,10,Ke:NEXT I:50UND Kl,e0,14,K6:S0UN 
D K2,96,14,Ke 

9220 POKE 53761, K8:F0R I=K1 TO lSe:NEX 
T I:SOUND Kl,KO,Ke,KO:SOUND K2,K0,K0,K 
i RETURN 

9300 FOR I=K1 TO 10: SOUND K0,20«RNDfK0 
),18,8:NEXT I:POKE 53761, KO: RETURN 
9390 DATA 38,32,26,20,32,26 
9400 REM BONUS CHEF 

9410 LIFE=LIFE+Kl:BPNT=BPNT4^18ee8:REST 
ORE 9390: FOR I=K1 TO K6:READ B: SOUND K 
0,B,ie,K6:F0R B=Ke TO 18:NEXT B:NEXT I 
9420 POKE 53761, KO: RETURN 
28000 REM ONE TIME SET UP 
20015 REM ASSIGN COLORS TO PLAYERS 
20020 POKE 704,14:P0KE 705,70:P0KE 706 
, PEEK C709) : POKE 707,24:P0KE 711,22 
20025 REM LOAD IN MHD IF NOT LOADED 
28038 PGT0P=PEEKC106J :PGCHSET=PGT0P-18 
: PG=PGT0P-8 : LET DN=PG»256 : NUM=:iei2 
20035 IF PEEK(0N)=216 THEN 20090 
28046 I0=K1:0PEN ttI0,K4,K0,"D:MHD .ML": 
GOSUB 20110 :GOSUB 20168 
20045 REM IttID RET . =DEFERRED VBLANK 
20050 POKE ON+31, PEEK C548) : POKE ON+32, 
PEEK (549) :LEVEL=KO:POKE 1750, LEVEL 
20055 POKE 0N+108,26:P0KE 0N+ie2,K5:RE 
M LIMIT PEPPERS TO 5. 

20060 POKE 0N+146,24:REM SINGLE RESOLU 
TION. 

20065 POKE ON+951, 240: POKE 0N+952,24e: 
REM CHANGE MISSILE KEEP MASK. 
20070 POKE 0N+1003,80:REM GRID EQUATIO 
N=2Y+X/16-80 . 

28075 REM LOAD IN CHSET+STACKS+IMAGES 
20080 OPEN niO,K4,Ke,"D:BURGER.BIN":NU 
M-1032 : PG=PGCHSET : GOSUB 20110 : POSITION 

K2,10:? ttK6; "CLEARING PM AREA"; 
20085 B=tPGT0P-16)»256:F0R 1=768 TO 20 
47:P0KE B+I,KO:NEXT I:REM CLEAR PM ARE 
A 



28098 A=PGTOP-ie:POKE 54279,A:P0KE 0N+ 
132,A:P0KE 559,62:P0KE 5327^, K3 :POKE 
NHHK2,A:P0KE 623,17:P0KE 53260,208 
28095 A=A«256:F0R I=KO TO 7: POKE A*I»3 
2+14,PGT0P-15:NEXT I:REM P6 ADDRESS OF 

IMAGES 
28108 OFF=PEEK (0NHH31} +PEEK C0N+32)»256 : 
RETURN 

20118 REM ID=:(1=READ,2=MRITE) 
20128 REM PG=PAGE , NUM =tt OF BYTES 
28138 I0CB=832+I0»16:P0KE I0CB+K2,K3+K 
4«I0:P0KE I0CB+K4,Ke:P0KE I0CB+K5,PG 
28148 I=INT(NUM/256) :P0KE I0CB+8,NUM-I 
«256:P0KE IOCB+9,1 

20158 I=USR (ADR ("hhli[a.VS") , I0«16) : CLOS 
E ttIO: RETURN 

20155 REM MAKE MHD RELOCATABLE 
20168 RESTORE 20170: FOR I=K1 TO 14:REA 
D A: POKE ON+A, PEEK (0N4A) -PEEK (ON+1011) 
+PG:NEXT I: POKE 0N+1011,PG: RETURN 
28178 DATA 243,246,278,583,524,652,662 
,680,758,766,777,782,843,959 



CHECKSUM DATA. 

(see page 34} 

1 DATA 158,445,59,972,42,311,590,285,4 
99,481,318,484,332,324,920,6212 
184 DATA 222,626,598,651,481,10,899,58 
2,323,354,344,511,660,642,508,7251 
993 DATA 998,967,775,317,837,739,469,8 
81,488,398,677,954,898,833,788,18923 
1875 DATA 176,738,186,496,55,681,224,7 
IIjPZiJ^I' 227, 184, 281, 119, 895, 6851 
7818 DATA 722,778,104,143,5,491,313,25 
,989,142,673,586,173,352,619,6115 
8845 DATA 512,769,77,233,45,369,765,79 
5,262,939,914,724,391,777,367,7939 
i^2L**2IS ZS^' 51*' ^S^' 397- 53, 96, 496, 29 
8,959,919,538,949,605,842,882,9328 
9*28 6aTA 347, 339^428,' 462; ?§7^4l7ll8, 6 
6,915,464,343,511,44,592,686,6246 
28838 DATA 798,896,751,843,894,481,889 
, 814 , 665, 486 , 834 , 714 , 396 , 496 , 954 , 10831 
20110 DATA 736,579,445,205,172,246,683 
,42,3108 



Listing 2C. 

20036 REM ADD TO BASIC BURGER FOR CASS 
ETTE SYSTEMS 

20037 POSITION 2,10:? tt6; "MOUNT TAPE H 
IT KEY" " 

20040 10=1: OPEN mo. 4, 128. "C": GOSUB 20 

110: GOSUB 20160 

20088 POKE 764,12:0PEN ttIO , 4 , 128 ,"C" :N 

UM=1032:PG=PGCHSET: GOSUB 2811O-.P0SITI0 

N 2,10:? tl6;"CLEARING PM AREA "; 

25008 REM MAKE TAPE BACKUP 

25018 IF PEEK(0H)<>216 THEN ? "RUN BAS 

IC BURGER BEFORE SAVEING":END 

25020 TRAP 25030 :LPRINT : REM LPRINT BE 

FORE SAVE 

25030 TRAP 40000:? "MOUNT TAPE. HIT RE 

TURN" 

25040 CSAVE : 10=2 :NUM=iei2 : POKE 764.12 

:OPEN ttI0,8,128,"C":PG=PGT0P-8:G0SUB 2 

0110 



ANALOG COMPUTING 



MAY 1985 / PAGE 43 



^^ 



Basic Burger 



continued 



25850 MUM=1032:PG=PGCH5ET5POKE 764,12: 
OPEH ttI0,8,128,"C":G05UB 20110 



Assembly listing. 

REM HHD MOTION HANDLER BASM ASH 

»=S63F0 
CLD 

ADR=203 

CMASIf=205 

AIHAGE=205 

AFPL-205 

APM=207 

HPL=207 

CFLG=203 

INDEX=e 

STICK0=632 

TRIGe=644 

GRIDTB=1S36 

CPLF=53248 

CPL=53256 

RANI>0M=5377d 

HITCLR=53278 

KITUBU=58466 

«=S64O0 

ENTER CLD : LET ADH+1 = 152 
LET 255 -> INDEX -> CFLG 
REM TEST FOR END 

LI INC INDEX 
IF INDEX <> 8 GOTO LO 
LDA CFLG : BNE EXIT 
STA HITCLR 

EXIT LDY tt8 : LDX ttO 
GOTO XITUBV 
REM ADR=32«INDEX 

LO A5L A : ASL A : A5L A : A5L A 
ASL A : STA ADR 
REM IS STACK ON ? 
LDY nQ : LDA tADR),Y : BNE ON 
LDY 1126 ! REM TEST FOR TRIG 
IF (ADR),Y >= 4 GOTO LI 
REM TRIG HANDLER LATCH LOGIC 
TAX : LDY tt31 

IF TRIGO,X = CADR),Y GOTO LI 
STA fADR),Y : TAY : BNE LI 

THD LET AFPL+1 = ADR+1 
LDY tt25 : LDA CADRl.Y : ASL A 
REM AFPL =32» CADR),Y 
ASL A : ASL A : ASL A : ASL A 
STA AFPL : REN IS AFPL ON 
LDY no : LDA tAFPLJ.Y : BEQ LI 
LDY tt3e : REM BULLET LIMIT 
LET CADR},Y - fADR),Y + 1 
LDY tt30 : REM FOR LIMIT LDY tt26 
IF = 255 THEN LET CADR},Y = 255 
REM X=DELTA X + XF 
LDY tt27 : LDA CADRl.Y : LDY ttO 
LET (ADR),Y = + CAFPD.Y 
REM V=DELTA Y + YF 
LDY n28 : LDA fADR),Y : LDY ttl 
LET fADR),Y = + CAFPL},Y 
REM COMPUTE PM AREA ADRRESS APM 

ON LET APM+1 = 152 : LDA INDEX 
IF < 4 GOTO LIA : LDA tt255 

LIA LET * 4 : LSR A : TAX 
REM SINGLE RES POKE LSR TO CLH 
LDA ttO : ROR A : STA APM : TXA 
ADC APM41 : STA APM+1 
REM TEST FOR COLLISIONS 

TCOL LET INDEX XOR 4 : TAX 
LDY tt7 : LET tADR),Y AND CPLF.X 
BNE COL : INY 
LET CADRl.Y AND CPL.X : BNE COL 



LET CMASK = 1 

IF INDEX >= 4 GOTO NCOL : TAX 

REM TEST FOR PLAYER TO MISSILES 

INY : LDA (ADR},Y : BEO NCOL 

STA CMASK+1 
L2 DEX : BMI L3 : ASL CMASK 

BCC L2 
L3 LDY tte 
L4 LSR CMASK+1 : BCC L5 

LET CPL,Y AND CMASK 

BNE COL-2 
L5 INY : CPY tt4 : BNE L4 

CLC : BCC NCOL : LDY ttS 

REM UHAT ACTION ON COLLISION? 
COL 

LDA fADR),Y : ASL A : BCC COLl 

REM TURN STACK OFF 
OFF LET CFLG - 

LDY ttO : STA (ADR),Y 

GOSUB CLRY : GOTO LI 
COLl ASL A : BCC C0L2 

REM RESET POSITION 

LDY tt23 : LDA CADRJ.Y : LDY ttO 

STY CFLG : STA CADR},Y 

LDY tt24 : LDA CADR},Y : LDY ttl 

STA fADR),Y 
C0L2 GOTO P9 : REM SKIP UPDATE 
NCOL : REM UPDATE X 

LDY tt21 

LET (ADR),Y = fADR),Y + 1 

LDY tt5 : IF < fADR),Y GOTO UPY 

REM CLEAR XCNT LET PX=X 

LDY tt21 ! LET CADR),Y = 

TAY : LDA fADR),Y 

LDY 1123 : STA (ADR),Y : CLC 

REM X=X+DX 

LDY tt2 : ADC CADR},Y 

LDY ttl6 : REM IS X IN BOUNDS ? 

IF >= fADR},Y GOTO UPXl 
OUTX LDY ttl5 : LET tADR),Y AND 1 
TOFF BEQ OFF : BNE UPY 
UPXl INY 

IF >= CADR),Y GOTO OUTX 

REM STORE X 

LDY ttO : STA (ADR),Y 
UPY LDY tt22 : REM UPDATE Y 

LET fADR),Y - fADR),Y + 1 

LDY tt6 : IF < fADRI.Y GOTO UPI 

REM CLEAR YCNT LET PY=Y 

LDY tt22 : LET CADR),Y = 

LDY ttl : LDACADR),Y 

LDY tt24 : STA fADR),Y : CLC 

REM Y=Y+DY 

LDY tt3 : ADC (ADR},Y 

LDY ttl8 : REM IS Y IN BOUNDS 

IF >= CADR),Y GOTO UPYl 
OUTY LDY ttl5 : LET CADR],Y AND 1 

BNE UPI : BEQ TOFF 
UPYl INY 

IF >= (ADR],Y GOTO OUTY 

REM STORE Y 

LDY ttl : STA fADR),Y 
UPI LDY tt2e 

LET CADR),Y = CADR) , Y + 1 

LDY tt4 : IF < fADR},Y GOTO P9 

LDY tt2e : REM IMAGE CHANGE 

LET fADR),Y = : LDY ttl2 

LET fADR),Y = CADR),Y + 1 

LDY ttlO : IF < (ADR),V GOTO P9 

LDY ttl2 : LET fADRJ.Y = 
P9 LDX INDEX : REM POKE X 

LDY ttO : CPX tt8 : BNE PX 

DEX : REM 5TH PLYR CPX tt8 TO tt4 
PZ TXA : EOR tt3 : ASL A : NOP 

NOP : ADC fADR),Y 

STA CPLF+4,X 

DEX : BPL PZ : BMI PXl 
PX LET CPLF.X = CADR),V 



PAGE 44/ MAY 1985 



ANALOG COMPUTING 



^^ 



Basic Burger continued 



REM COHPUTE IIMGE LOAD AREA 

REM AREA=IM ADR + XM tt « IN 5Z 
PXl LDY ttl2 : LDA (ADR)^Y 

TAX : DEY : LDA ttO : CLC 
INI DEK : BNI IH2 : ADC CADRl.Y 

BNE IMl 
IM2 LDY ttl3 

LET AIMAGE = * CADR),Y : INY 

LDA no : ADC CADR),Y 

5TA AIHAGE41 : LDY ttl 

REM CLEAR Y IF YOLY 

LDA CADR],Y : PHA : LDY tt25 

CMP tADR),Y : BEQ 13 : JSR CLRY 

REM LY=Y 
13 PLA : LDY tt25 : STA CADR),Y 

LET APM = + APM 

LDY ttll : LDA CADR),Y : TAY 

DEY : REM LOAD IMAGE 

LDX INDEX : LDA KEEP,X : TAX 
LOAD TXA : AND fAPM},Y 

LET fAPM),Y = OR CAIMAGE),Y 

DEY : BPL LOAD 

REM TEST FOR STICK 

LDY tt2e : LDA tADR},Y : BMI TLl 

IF < 4 GOTO TLl 

IF >= 12 GOTO GSTK 

REM STICK HANDLER 

STA CMA5K : AND tt3 : TAX 

LDA tte : LDY »2 : STA CADR),Y 

INY : STA CADR},Y 

LET CMASK+1 = STICKO^X XOR 15 

BNE STO : REM STOP CYCLICACTION 
STOP LDY «20 

LET CADRJ.Y = : BEQ TLl 
STO LSR CMASK+1 : BCC STl 

LDY tt28 : LDA ttO : SBC (ADR),Y 

LDY tt3 : STA CADR),Y 
STl LSR CMASK+1 : BCC ST2 

LDY tt28 : LDA fADR),Y 

LDY ns : STA CADR),Y 
ST2 LSR CMASK+1 : BCC ST3 

LDY tt27 : LDA ttO : SBC CADR},V 

LDY tt2 : STA CADR},Y 
ST3 LSR CMASK+1 : BCC ST4 

LDY tl27 : LDA fADR),Y 

LDY tt2 : STA CADRI,Y 
ST4 IF CMASK >= 8 GOTO TLl 

LDY t}2 : LDA fADR),Y : BEO TLl 

INY : LET CADR1,Y = 
TLl GOTO LI 
GSTK IF = 16 GOTO GRID 

REM 4 HAY GRID STICK 

AND tt3 : TAX 

GOSUB TGRID : BEO GSl 

LDA ttl2 : CPY tte : BEQ TG5 

LDA tt3 
TG5 STA CMASK+1 : CLC : BCC GS5 
GSl GOSUB GPNT : REM REMOVE ILL 

LDY tt2 : LDA fADR),Y : BMI GS2 

LET CMASK+1 AND 8 : BNE GS3 

STA (ADR) ,V : BEQ GS3 
GS2 LET CMASK+1 AND 4 : BNE GS3 

STA CADR),Y 
GS3 INY : LDA (ADR),Y : BMI GS4 

LET CMASK+1 AND 2 : BNE GS5 

STA (ADR).Y : BEQ GS5 
GS4 LET CMASK+1 AND 1 : BNE GS5 

STA CADR),Y 
GS5 

LET STICKO,X XOR 15 AND CMASK+1 

STA CMASK+1 : BHE GS7 

REM STOP CYCLIC ACTION ? 

LDY tt2 : LDA CADR),Y 

INY : ORA (ADR},Y : BNE GS6 

GOTO STOP 
GS7 LDA ttO : LDY tt2 

STA (ADR),Y : IMY : STA (ADR) , Y 
GS6 LET CMASK = 4 : JMP STO 



GS8 BNE TLl 
REM SELECT GRID DIRECTION 
REM FOR GRID PLAYER 
GRID 
LDY tt21 : LDA (ADR),Y : BNE GS8 
GOSUB TGRID : BNE GS8 
GOSUB GPNT : BEQ GS7 
REM REMOVE DIRECTION FROM 
LDY tt2 : LDA (ADR).Y : BEQ GR2 
BMI GRl : LET CMASK+1 AND 11 
BNE GR4 
GRl LET CMASK+1 AND 7 

BNE GR4 
GR2 INY : LDA (ADR) , Y : BMI GR3 
BEQ GR4+2 

LET CMASK+1 AND 14 : BNE GR4 
GR3 LET CMASK+1 AND 13 

BEQ GS7 
GR4 STA CMASK+1 : LDY ttlS 
REM HOME IN ON TARGET OR RANDOM 
IF RANDOM < (ADR),Y GOTO HOME 
REM CHOOSE RANDOM DIRECTION 
GRS LET RANDOM AND 3 : TAX 
LET TBL,X AND CMASK+1 
BEQ GRS 
GR6 STA CMASK+1 : BNE 6S7 
HOME REM HOME IN ON TARGET 
LDY U23 : LDA (ADR),Y 
BMI XY : REM TARGET IS PLfkVER? 
REM YES STORE PLAYERS X,Y 
REM HPL = 32«PLAYER 
ASL A : ASL A : ASL A : ASL A 
ASL A : STA HPL 
LET HPL+1 = ADR+1 : LDY ttO 
LDA (HPL},Y : LDY tt30 
STA (ADR),Y : LDY ttl 
LDA (HPL),Y : LDY tt31 
STA (ADR),Y 
REM HOME IN ON HX,HY 
XY LDY tt30 : LDA (ADR),Y 
LDY ttO : CMP (ADR),Y : BEQ HY 
BMI XYO : LDA tt8 : BNE XYl 
XYO LDA tt4 

XYl AND CMASK+1 : BNE GR6 
HY LDY It31 : LDA (ADR),Y 
LDY ttl : CMP (ADR),Y : BMI HYO 
LDA tt2 : BNE HYl 
HYO LDA ttl 
HYl AND CMASK+1 : BNE GRO 

BEQ GRS 
TGRID REM TEST FOR GRID POINT 
LDY ttO : LET (ADR),Y AND 15 
BNE NOTGR : INY 
LET (ADR),Y AND 7 
NOTGR RETURN 

REM TBL DIRECTIONS 
TBL DATA 1,2,4,8 

REM KEEP MASKS PLAYER/MISSILES 
KEEP DATA 0,8,0,0 
DATA 252 , 243 , 207 , 63 
REM CLEAR KEEP APPROPIATE BITS 
CLRY LDX INDEX 
LET INDEX+1 = KEEP,X 
LDY ttll : LDA (ADR),Y : TAX 
LDY tt25 : LDA (ADR)^ : TAY 
CLRl LET (APM},Y AND INDEX+1 
STA (APM),Y : INY : DEX 
BNE CLRl : RETURN 
GPNT REM LOAD LEGAL DIRECTIONS 
LDY ttl : LDA (ADR},Y : ASL A 
NOP : REM 2»Y+X/16-8 GRID EQU. 
STA CMASK+1 : DEY : LDA (ADR),Y 
LSR A : LSR A : LSR A : LSR A 
LET + CMASK+1 - : TAY 
LET CMASK+1 = GRIDTB,Y 
RETURN 
DATA >ENTER 



ANALOG COMPUTING 



MAY 1985 / PAGE 45 



24K Cassette or 
32K Disk 



GRAPHICS 



* 



Z-Plotter 



by David Bader 




I have always been fascinated by a computer's abil- 
ity to take a flat grid and literally bend and distort 
it. I've seen various pictures produced by the Atari — 
hats and spirals made simply by a formula. How?ever, 
altering these programs for personal use and experi- 
mentation is both difficult and time consuming. 

After studying calculus and graphics in my first 
semester of college, I resolved to make a program to 
allow anyone to produce quick, fascinating pictures 
on Atari's superior high-resolution mode (graphics 
24]. 

With Z-Plotter, all you have to do (besides typing 
in the program] is enter a formula in terms of the X 
and Y during the run. Atari's forced read mode (uti- 
lized with location 842] will install the formula in 
all the appropriate line numbers. 

There are no loops, IF/THENs, or special circum- 
stances to enter for each formula. This program sim- 
ply won't graph out of specified domains, which pre- 
vents errors. If you wish, Z-Plotter will scale the 
Z-axis, so that the function won't even extend beyond 
the bounds. 



How to run Z-Plotter. 

Once you've saved your copy to disk, 
simply type RUN, and the program will 
prepai'e itself, filling two machine language 
routines (49 Second Screen Dump and a text 
superimposing routine]. 

Next, it will inquire for a function. A short 
set of directions is also displayed, to guide you. 
Simply type the Z = f miction in terms of X and/or 
Y. Several sample formulas are given at the end 
of this article. Z-Plotter will then resume control 
and ask you for the following inputs. 

You are asked to choose between automatic scal- 
ing and manual scaling of the Z-axis. Automatic scal- 
ing will determine the maximum and minimum Z 
values for the function in the intervals specified. Al- 
though it's very tempting to be lazy and just select 
the autoscaling feature, you will find that many func- 
tions are far more stimulating and exciting when they 
are graphed in part. 

The autoscale will force a function to be squeezed 
into the isometric box drawn on the screen. If you 




PAGE 46 / MAY 1985 



ANALOG COMPUTING 












^ ••» «• _• • » I » 



-V 






• • * — 



I t 



select manual scaling, you'll be asked 
to enter the lowest and highest points 
on the Z-axis to be displayed. The graph 
will not be plotted outside of the Z-axis 
range. Note: when manual scaling, the lim- 
its must be set so that the point Z= is either 
on or between the upper and lower bounds. Ex- 
"•^^ amples of acceptable hmits: Z lower = - 2 , Z up- 
per = 2 or Z lower = 0, Z upper = 3. 
X/Y lower limit: this will be the leftmost point 
on the X-axis, and the number also serves as the 
lowest point for the Y-axis. 

X/Y upper limit: opposite of above. Note: just as 
with the Z-axis, Y=0 and X = must be within or 
on the box. Picture a perfect square; the Y-axis will 
have the same length as the X-axis has width. 

Desired resolution (l = high, 10 = low]: I use 4 for 
most graphs. It's a good balance between BASIC'S 
speed and performance resolution. Note: odd num- 



9 * 

r.i 
I • 



bers may cause problems if your formula is undefined 
somewhere in the box. 

The next input can be surpassed by just pressing 
RETURN. Here, you're asked for the eight-character 
name that can be used if you wish to save to disk 
(in Magniprint format] the screen, once it has been 
displayed. 

That's all! Z-Plotter can let almost anyone dream 
up equations to dazzle the computer screen. When 
it's finished, it will sound off, telling you that you 
can now render the following options! 

(1] OPTION — adds borders (the isometric box] 
and labels superimposed over the graphics 
screen for an impressive technical display. 

(2] SELECT — saves the picture as a data file 
that can be redisplayed with the program Mag- 
niprint by Alpha Systems. The lines used to per- 
form this duty are provided by Magniprint for 
use in all BASIC programs. By the way, Magni- 



ANALOG COMPUTING 



MAY 1985 /PAGE 47 



■ft 



Z-Plotter 



continued 



Z = 3IH CHJ +C05(YJ 



HIGH Z:rl. 98773 
LOW Z=-i.9924 






;J6 



-</S::-v:;'VU 



V-AKIS 



• H-ftKI5 



Z = 5IN (K)*COS tY5 




HIGH Z=6. 99242 
LOW Z3-0.9916 






Y-AKIS 




.- K-AHIS 



print can then print out these pictures — in sever- 
al sizes and in varied formats. 

(3] START— 49 Second Screen Dump! This 
will print the screen out right then and there for 
the Epson MX-80 printer with Graphtrax 80 
(works perfectly with my Gemini lOX] . This rou- 
tine was provided by COMPUTEf's Second Book 
of Atari. 

(4] ESC — will erase the screen and rerun the 
program without going through initialization 
again. 

What's an isometric projection? 
Imagine a sheet of square graph paper lying per- 
fectly flat on a table top. One side, say the depth, is 
the X-axis. The height is the Y-axis, but we'll call it 
the width, instead. 

If we raised a line perpendicular to each corner 
of our graph paper to a certain height, called Z, and 
joined the top of the lines to each other, we would 
create a box. If Z=Y=X, then we have a cube, with 
our graph paper as the bottom. 

Let's look at this box from the top. You see the grid 
and recognize the pattern as a typical coordinate 
plane (X,Y). If we look at the box perpendicular to 
the X-axis, we see X, the depth, and Z, the height. 
The Y-axis is just a point at the left lower corner. 
Looking perpendicular to the Y-axis, the X-axis 
would look like a point in the lower right corner. If 
X=Y, and you look at this corner so that both the 



X- and Y-axes appear to be the same length, you 
would see a 90 degree corner facing away from you. 
Now, raise your eye straight up above the table. Our 
graph paper looks more like a diamond shape than 
a square. In fact, an isometric box has all three pri- 
mary axes (X, Y, Z) foreshortened equally. This makes 
it a good medium to project a three-dimensional 
plane in, because it does not distort like common 
oblique projections. 



AN I50METRIC BOH 



HIGH Z=l 
LOW Z=-l 



HEIGHT 
'Z' 




WIDTH 

y-hkj:5 



-. , ^ DEPTH 

<-<^y^>^y^ 30° 



Isometric projection. 



If we put a transpai-ent plane perpendicular to yom- 
line of sight and etched the borders of the box on it 



PAGE 48 / MAY 1985 



ANALOG COMPUTING 



# 



Z-Plotter c 



ontinued 



Z= CY-i)KtH + 2)*tH*H ... 



HIGH Z=4 
...LOW Z--4 



...-■-■-■;;il_-=:;^;:00^^ 




Y-AHIS 



Z=CY 1J»(H + ?1«H»H ^: 



HIGH Z=80.9533 
LOW Z = -l'57,04 












'4-^S.'> 



-L ^ "■"'-t -^ 



■>^-: 






V-flHIS 






-3 ■ ... 



K-flKI5 



the way they appear to you, that plane would show 
a three-dimensional box. An isometric projection 
shows the X- and Y-axes to be raised 30 degrees above 
the lowest point. 

How do you plot the height (Z) of any point on the 
grid at any place, given its X and Y coordinates? Just 
use a formula such as: Z = SIN(X)+ COS(Y). 

Program breakdown. 

Lines 10-34 — Main loop to draw lines paral- 
lel to the X-axis isometrically on the screen. 

Lines 36-60 — Main loop to draw lines paral- 
lel to the Y-axis isometrically on the screen. 

Lines 100-110 — Autoscale featm-e. These lines 
will determine the Z maximum and minimum 
values for the entered function before graphing. 

Line 200 — This sound indicates that the pro- 
gram has finished drawing the display and is 
ready to perform any of the console key com- 
mands. 

Lines 202-210 — This loop reads the console 
keys. Note: because all these console key options 
do not erase the screen, you can perform all of 
them in any order from a single run! 

Lines 300-306 — 49 Second Screen Dump. 

Lines 400-432 — Magniprint saving routine 
supplied verbatim by Magniprint on disk. 

Lines 600-900 — Routine to draw isometric 
box over projection and label the axes. 

Lines 1000-1004 — Initialize and load machine 



language routines. One is POKEd into page 6, 
and the other is stored by a string. 

Lines 1008-1012 — These lines provide in run 
entry of your formula. The actual function is en- 
tered as an input statement. The program will 
then create Lines 14, 40 and 104 using the forced 
read mode. 

Lines 1013-1040 — Prompts for boundai'ies and 
screen saving name. Note: if no name is entered 
for screen saving, it will accept the default name, 
SCREEN. MR 

Line 1042 — Sets up primary variables and 
scaling values used in the main routines for con- 
verting a set of (X, Y, Z) points to the 320 by 192 
screen display used in graphics 24. 

Line 1044 — Sets up display screen. 

Lines 1100-1110 — Data for 49 Second Screen 
Dump. 

Lines 1120-1180 — Data for the routine to su- 
perimpose text over the graphics 24 screen. 

Dave Bader is a first-year, dean's list student in 
Mechanical Engineering. For close to two years now, 
he has been enthusiastically hacking his way through 
BASIC, to create both adventure games and prograjns 
for mathematics [the original inspiration for Z- 
Plotter]. He's a firm believer in the Atari — as the best 
home computer on the market. 

(Listing starts on next page) 



ANALOG COMPUTING 



MAY 1985 / PAGE 49 



■ft Z-Plotter 



continued 



Zrl+H*H-Y*Y 






Y-ftKI5 



Z = LOG fftB5CH)) +LOG 



fV) } 



HIGH Z=6 



;t;;j:X?7*;rv; ■ ' ' 







K-flHI5 



HIGH Z=i. 38629 
..LOH Z = -5.4377 




■il 



K-AKI5 



Here are some samples. Hint: rather than using 
powers such as XA3, BASIC will perform the con- 
figuration X*X*X much faster. 





AUTO- 




Z 


Z 


X/Y 


X/Y 


FORMULA 




or 












SCALE? 




LOWER 


UPPER 


LOWER 


UPPER 


Z=1+X*X-Y*Y 


NO 







6 


-3 


3 


Z=SIN(X) 


YES 




(-1) 


0) 





6 


Z=SIN(X)+COS(Y) 


YES 




(-2) 


(2) 





6 


Z=SIN(X)*COS(Y) 


YES 




(-1) 


(1) 





6 


Z=ABS(X)-ABS{Y) 


YES 




— 


— 


-3 


3 


Z= -ABS(X)-ABS(Y) 


NO 




-3 





-3 


3 


Z=(Y-1)*(X+2)*X*X 


NO 




-4 


4 


-3 


3 


Z=C0S(X)*X*(Y-1) 


NO 




-3 





-4 


4 


Z=X«X/1 + X*X+Y*Y/1*Y*Y 


YES 




— 


— 


-4 


4 


Z=INT(X)+INT(Y) 


YES 




(0) 


(6) 





ag 


Z=X*X+Y*Y 


YES 




(2) 


(0) 


-1 


1 


Z=LOG(ABS(X)) 


YES 




— 


— 


-2 


2 


+ LOG{ABS(Y)) 
















Listing 


1. 









e GOTO leoe 

18 FOR V=YU TO YL STEP -RES»CYU-VL) :B= 
KO 

12 FOR X=KL TO XR STEP RE5*CHR-HLJ 

14 REN ■^■lr»!HWjfcia:na;H>MHil;»i:if:ltnWii 

16 IF Z>H OR Z<HL THEN B=KO:GDTO 34 

18 XX=K«XINC 

20 YY=XX»ISO 

22 XX=XX-Y*YIMC 

24 YY=VY+Y»YIHC»ISO 

26 YV=VY*Z«ZIHC 

28 YY=191-YY-DB6 

30 XX=XX+159:IF B THEN DRAHTO XX,YY:60 

TO 34 

32 PLOT XX,YY:B=K1 

34 NEXT X:NEXT Y 

36 FOR X=KL TO XR STEP RES»tXR-XL3 :B=K 



STEP -RES«CYU-YL> 



FORMULA (ENTERED DURING RUN) 



38 FOR Y=VU TO Yt 
40 REM 



42 IF Z>H OR Z<HL THEN B=KO:GOTO 60 

44 XX=X«XINC 

46 YV=XX»ISO 

48 XX=XX-Y«YINC 

58 YV=YY+Y«YINC«ISO 

52 YY=YY*Z»Z1NC 

54 YY=191-YY-DBG 

56 XX=XXH(159:IF B THEN DRAHTO XX,YY:GO 

TO 68 

58 PLOT XX,YY:B=K1 

60 NEXT Y:NEXT XiGOTO 208 

188 H=K8:HL=K8:F0R Y=YU TO YL STEP -RE 

S»CYU-YLJ 

182 FOR X-XL TO XR STEP RES*tXR-XL> 

184 REH ■Jii;iiiiiy-ihia?Ma;ia>aaiiilii:itii!nniM 

185 IF Z>H THEN H=Z 
106 IF Z<HL THEN HL=Z 

187 NEXT X:NEXT Y 

188 IF HL>K8 THEN HL=K8 

189 IF H<KO THEN H=Ke 
118 RETURN 

288 SOUND K8, 188, 10, 14 -.FOR T=K8 TO 100 

:NEXT T:SOUND K8,Ke,Ke,Ke:P0KE 764,255 

202 S=PEEK (53279) : IF S=6 THEN 60SUB 30 

0:GOTO 202 

284 IF S=5 THEN GOSUB 408:6010 202 

206 IF S=3 THEN GOSUB 600: GOTO 282 

288 IF PEEK (764) =28 THEN ? "H'MGOTO 10 

08 

210 GOTO 282 

299 REM K"49 SECOND SCREEN DUMP" 

388 CLOSE Its: OPEN tt5,8,Ke."P:" 

382 ? tt5;CHRS(27l;"A";CHRS(8):F0R H=DM 

TO DM+39 ^ ^ * * , 
304 A5=CHR$ (K8) : A$ (192) =A$ : AS (2) =AS 
386 H=USR (1536, X, ADR (A$) ) :LPRINT CHR$( 

27) ; "K" ; chrS (192) ; chrS (KO) ; A$ : next X : R 

ETURN 

488 REM *488- 432 IS 'AS IS' SUBROUTINE 
SUPPLIED BY i;f.W;ti:l;»;i< TO SAVE A GR.2 
4SCREEN 

482 RH=8:I0=Kl: CLOSE ttIO:OPEN ttIO,RH,K 
8,F$ 



PAGE 50 / MAY 1985 



ANALOG COMPUTING 



■ft 



Z -Plotter 



continued 



Z=flB5fH}-AB5CYJ 




Z=:V»Y + K»K 



HIGH Z=2.94 
LOW Z=-2.94 



Y-AKI5 






-3 - 



HIGH 2=2 
LOW Z=0 



-3 




Y-flKI5 



H-AXIS 



404 PUT ttI0,24:F0R L-7B4 VQ ?12:PUT ttl 

0,PEEKCI} :NEKT I 

406 RAMT0P=PEEKC106J»256 

408 DLIST=PEEK (5601 +256»PEEK C561 J 

410 rtDDRE5S=DLI5T 

412 IIUMBER=RAMT0P-DLI5T+K1 

414 I0=16«I0 

416 I0CB=832+I0:P0KE I0CB+2,RW+3 

418 ADRHI=IHTCADDRE55/256) 

420 ADRL0=ADDRE5S-ADRHI»256 

422 POKE I0CB+4,ADRL0:POKE I0CB+5,ADRH 

I 

424 NUMHI=INTCNUMBER/256) 

426 NUML0=NUNBER-256«NUMHI 

428 POKE I0CB+8,NUML0:P0KE IDCB+9,NUHH 

I 

430 I = U5R(ADRC"hhhwLV(!]"},I0) 

432 CLOSE ttIO/16: RETURN 

600 D=KO:F=KO:OS=FCS:GOSUB 500 

601 PLOT 159,191:l>RAMT0 20, 117 :DRAHT0 
159,44:DRAHT0 306,117 :DRANTO 15?,191:D 
RAWTO 159,147 

602 PLOT 2e,117:DRAMT0 20,73:PL0T 153, 
44:DRAMT0 159, Kl: PLOT 300 , 117 : DRAHTO 3 
00,73 

604 DRAHTO 159, 147 : DRAHTO 20, 73: DRAHTO 

159, Kl: DRAHTO 30 0.73 
606 D=KliF=2:Q5="|±IISI":G05UB 9 00 ;F= 
3 : 0S="||3aEiaQil" : GOSUB 900 : F=4 : (tS='1S^^ 
ZI":GOSUB 900 

608 D=K0:F=14:«S=5TRS(YUJ :G05UB 900:0$ 
= STRS f XRJ : D=39-LEII CQ5J : F = 14 : GOSUB 906 

610 D=16:F=23:05=STRS(YLJ :GOSUB 900 : D= 
23:0S=STRSfXL) :G0SUB 900 : D=26 : F=K1 : QS= 
"HIGH Z=": GOSUB 900 

611 D=33:05=STRS(H> :IF LEH(QSJ>7 THEH 
QS=aSCKl,7J 

612 GOSUB 900:D=26:F=2:QS="L0H Z=":GO 
SUB 900:D=33:QS=STR5(HL) :IF LENCQ5J>7 
THEM Q5=0SfKl,7J 

614 GOSUB 900:D = 3:F=:19:0S = "Y-AXIS":G0S 
UB 980:D=30:QS="K-AKIS":G0SUB 900:HETU 
RN 



960 0=USRCAOR(ZS} , D, F, ADR C0$} , LEN (0$)) 
:RETURH :REM «SUB.T0 ADD TEXT TO GR.24 

1000 Kl=l:GRAPHICS 24:REST0RE lOOOzFOR 
T=K1 TO 61:READ Q:POKE 1535+T,Q 

1001 NEXT T:DM=PEEKC88>+PEEKC89J*256:D 
M=DM+40*191 

1602 T=KO:DIM ZS (169J , QS t40J , A$ (193J ,F 

$(20) ,FC$C40) :1S0=0. 523598775 

1004 RESTORE 1120:F0R T=K1 TO 168:READ 

: ZS CLEH (ZSJ +K1) =CHRS (OJ : HEKT T 
1008 P OKE 82. K6: GRAPHICS KO:PO KE 71 2,1 
48:? " ■i'T;VJ^ ;f!iaa;aiw'4aBimia;MM" ; ^ "kS 



DAUE BADER'5 ZPLOTTER! 
ISOMETRIC PLOTTER PROGRAM ™ 



1009 ? "IN PUT F ORMU LA AS... Z=(IN TERM 
S OF XSY) GEES Hn-T3 THAT SYNTAX IS COR 
RECT.":? "(eg: PAIRS OF PARENTHESIS)" 

1010 INPUT FCS:? "H":POKE 559,K0:P0SIT 
ION K0,7:? "14 ";FCS:POSITION KO.ll:? 
"40 ";FCS 

1011 POSITION K0,15:? "104 ";FCS:POSIT 
ION K0,21:? "CONT": POSITION KO,KO:POKE 

842, 13: STOP 
1612 POKE 559,34:P0KE 842.12:' "• 



OTTER! PARAMETERS ENTRY SCREEN 



1613 ? "NO TE; ALL THREE PRIMARY AXIS ( 
X,Y,Z) GinaD BE IN SPECIFIED DOMAINS 

i014 ? :? FC$:? :? "AUTOMATIC BOUNDS S 
ELECTION ENSURES FULL PLOTTING BUT TAK 
ES MORE TIME. . .":T=K6 
1615 ? :? "PLEASE CHOOSE |13 AUTOMATIC 

SCALING Z-AXIS BOUNDS |21 MANUAL 
SETTINGS. ":INPUT T : IF T:;K1 THEN 1020 
1016 ? :? "INPUT LOHER S LIMIT"; :INPUT 

HL:? "INPUT UPPER H LIMIT"; :INPUT H 
1018 IF HL>H OR HL>KO OR H<KO THEN ? " 
HOOPS!":GOTO 1616 

:? "CBH LOHER LIMIT"; : INPUT XL: 



1020 ? 
YL = XL 
1022 ? 
XR 

1024 IF XL>XR OR XL>KO OR XR<KO THEN ? 
"HOOPS !":GOTO 1020 



■eSH UPPER LIMIT"; : INPUT XR : YU= 



ANALOG COMPUTING 



MAY 1985 / PAGE 51 



■ft Z-Plotter 



continued 



Z = C05 (H3 tC05 tYJ 



HIGH Z = .l. 99605 
LOW 2=1.9999 




Z=:(ie5 CCOS CHI + COS CYJ.-Jt 



3 . 14>, 



V-ftHI5 



K-flHIS 



HIGH Z=2 
LOW Z=0 



-3.14 -3.14 




¥-flHI5 



\l#i|iKj^Av---'"' K - fl H 1 5 



1926 ? :? "DE5IRED RESOLUTION C1=HIGH; 

1G=L0H)"; :INPUT RES:RE5=RE5+3:RES=RE5» 

5.GE-03 

1928 FS="D:":? :? "INPUT TITLE OF SftVE 

D SCREEN (IF SAUED) IN l!Mrt:MJ;H;W FOR 

MAT C8 CHARACTERS MAX)" 

1030 INPUT OS: IF «$=■■" THEN FS="D:SCRE 

EH. MP" 

1032 FS(LENCFS)+K1)=«5 

1035 ? :? "■il-Jfc*|ii:B ADD LABELS « BORDE 
RS":? "ElliaVSAUE IN MAGNIPRINT FOR 
MAT!" 

1036 ? "UBEEMM 49 SECOND SCREEN DUMP 

i038 ? :? "PRESS ANY KEY TO BEGIN...": 
POKE 764,255 

1040 IF PEEK (764) =255 THEN 1040 

1041 IF T=K1 THEN ? :? " AUTO SCALIN 
G SEQUENCE IN ACTION !": GOSUB 100 

1042 KIHC=140/tXR-HLJ : YINC=140/ (YU-YL) 
: ZINC=43/ (H-HL) : DBG=ABS (HL«ZINC) +ABS (K 
L*XINC»ISO) +ABS (VL«YIHC»IS0J 

1044 GRAPHICS 24:P0KE 710,156:P0KE 709 

,K0: COLOR Kl:GOTO 10 

1100 DATA 104,104,141,21,6,104,141,20, 

6,104,141,27,6,104,141,26,6,160,193,17 

5,255,255,136,240,35,141,255,255,238 

1110 DATA 26,6,240,21,173,20,6.56,233, 

40,141,20,6,144,4,24,76,19,6,206,21,6, 

76,19,6,238,27,6,76,33,6,96 

1120 DATA 104,201,4,240,9,170,240,5,10 

4,104,202,208,251,96,104,133,215,104,1 

33,214,104,104,168,104,133 

1130 DATA 217,104,133,216,104,104,240, 

236,133,212,24,165,214,101,88,133,214, 

165 , 89 , 101 , 215 , 133 , 215 ,152 ,240 , 15 

1140 DATA 165,214,105,64,133,214,165,2 

15,105,1,133,215,136,208,241,132,221,1 

60,0,132,220,177,216,160,0,170 

1150 DATA 16,1,136,132,213,138,41,96,2 

08,4,169,64,16,14,201,32,208,4,169,0,1 

6,6,201,64,208,2 



1160 DATA 169,32,133,218,138,41,31,5,2 

18,133,218,169,0,162,3,6,218,42,202,20 

8,250,109,244,2,133,219 

1170 DATA 164,221,177,218,69,213,164,2 

20,145,214,200,132,220,196,212,208,182 

,24,165,214,105,40,133,214,144,2 

1180 DATA 230,215,230,221,169,8,197,22 

1,208,159,96,207,96 



CHECKSUM DATA. 

(see page 34) 

DATA 406,678,112,865,723,946,48,418, 
131,441,537,255,624,615,600,7407 
38 DATA 852,859,711,940,70,440,125,435 
, 531 , 272 , 646 , 700 , 318 , 630 , 774 , 8303 
105 DATA 783,959,524,78,800,584,562,21 
7, 506, 510, 263, 61/2, 164, 702, 650, 7994 
304 DATA 801,518,565,687,912,176,213,5 
63 , 772 , 680 , 159 , 434 , 840 , 363 , 675 , 8358 
426 DATA 679,469,621,293,833,939,67,31 
3,747,393,748,947,93,108,673,7923 
1000 DATA 41,185,534,222,99,788,260,96 
5,349,943,12,930,164,979,778,7249 
1022 DATA 537,928,941,166,248,771,187, 
35 , 997 , 841 , 910 , 266 , 426 , 553 , 639 , 8445 
1120 DATA 342,204,918,307,85,956,100,2 
912 



PAGE 52 / MAY 1985 



ANALOG COMPUTING 



■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■I 
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■I 




I 
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ir " i »- J "I «' i ' ir i II iMBMi 

Jb.rfft-k-^ft^^k^^fl^.4LJ.JbJBBBBBI 

IBBBBBBBBBBBaBBaBBBBHBaBBBBBBaBBBBBBBI 

laflaaaa' _f' if i i r r w w . i jbi 

laaaaai. "^t a i "ii m ' ir a w ' j ~~ibi 

iBBaaaaBBBr' a ^ aBr ii j 9 m i k i ~ib 



/ISBV'S CARRIES A FULL SELECTION 

OF SOFTWARE FOR YOUR ATARI. 

CALL FOR CURRENT PRICES. 



Abby's 
Best Sellers 

Atariwriter $35 

Microsoft Basic II $45 

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Zork I, II, III $29 

Bank Street Music Writer $45 

Ultima II $39 

Ultima III $42 

Computer SAT (Harcourt) $60 

Flight Simulator II $39 

Summer Games $29 

Spy Hunter $35 

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DISK SPECIALS 

Elephant SSDD (box of 10) $13.50 

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Wabash SSDD (box of 1 0) $1 3.00 

Maxell MD2 (box of 10) $24.00 



- AHMOUNCIHG - 

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65 XE Personal Computer $99 

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XE SERIES PERIPHERALS 




XTM 201 Printer $99 

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*Atari 1 050 Disk Drive $1 65 

*Atari 1 025 Printer $1 85 

*Atari 1 027 Printer $259 

* Atari 1010 Program Recorder . . . : $ 45 

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Atari 1 020 Printer/Plotter $ 50 

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REVIEW 






us DOUBLER 

(CD, INC. 

828 Green Meadow Avenue 

Rockford, IL 61107 

$69.95 

by Russell Haupert 

When I purchased a disk drive for my 
computer system, there were several im- 
portant considerations — price, features 
and reliability. Though several alterna- 
tives to the Atari 1050 disk drive were 
in existence, the final factor in my deci- 
sion was reliabihty. It was a trade-off, 
but I'd heard too many tales of trouble 
with the other drives. I've aWays had 
Atari equipment, and I've never had a 
single repair call. 

Safe in the knowledge that, if some- 
thing did go wrong, I could bring it right 
down the block for service, I plunked 
down the cash and carried it away. This 
was my second drive; the joy of freedom 
from disk swaps overshadowed all else. 

But, after a time, the joy of it all be- 
gan to fade, and jealousy crept into my 
heart. You see, there are several friends 
who threw caution to the wind and got 
one of those other drives. You know, the 
double density ones. Oh, I hid my jeal- 
ousy, but I had thoughts of selling that 
1050 and picking up a real drive. 

As fate would have it, another road 
opened up. While looking through an is- 
sue of ANALOG Computing, I saw an 
ad for the US Doubler. It promised the 
ability to write in any format — single, 
one-and-a-half, or true double density 
... for about $69. I grabbed the phone 
and ordered one on the spot. A few days 
later, I received a package. The promise 
of greater storage in my hand, I set to 
work. 

Opening the package reveals two re- 
placement ICs, two manuals and a disk. 
Though I didn't know it when I ordered 
the Doubler, it comes with a free copy 
of SpartaDOS, which — among other 
things — allows the 1050 to read and 
write three times faster (when using a 
drive enhanced with US Doubler). 

The DOS is very rich in features and 
great pleasure to use. In fact, a separate 
review would be necessary to cover it 



in the depth it deserves. The manuals 
are very clear, giving step-by-step direc- 
tions for the entire installation. At each 
point, the manual tells you what you 
should see — and exactly what to do. 

I have a bit of experience with kit as- 
sembly, which may have helped. But, if 
you give yourself a large work space and 
keep track of all your parts, there will 
be no problem. If the idea of taking a 
screwdriver to your drive makes you 
weak in the knees, ICD will install the 
chips for only $15.00, including UPS 
ground shipping one way. 

I usually glance at the manual and 
tear right into such a project, but that 
technique has, more than once, caused 
me heartache. I needed someone to keep 
me following the directions. For this rea- 
son, I enlisted the aid of my brother (a 
man with years of experience in telling 
me what to do). With his help, the in- 
stallation took only thirty-five minutes, 
from removal of the first screw to power- 
ing up for the test. 

In tests, the UltraSpeed I/O worked 
as stated, with the increase in speed 
quite noticeable. Load and save times of 
a 100-sector file were cut to nearly a 
third of the unmodified drive. The old 
bleep-bleep-bleep of POKEY is replaced 
by a staccato rush that sounds more like 
machine gun fire. Far from annoying, 
this sound brought a smile to my face, 
as well as to the faces of my friends. 

I've tested the US Doubler in all three 
formats and am happy to report that it 
performs as promised. Single density 
and Atari double density work as they 
did before. Most importantly, using the 
true double density afforded by this en- 
hancement, I've attained compatibility 
with my friends' disks, as well as reduc- 
ing my disk count by half. 

With the new low prices of the Atari 
1050, and the addition of this product, 
an Atari owner can now enjoy true dou- 



The old hleep- 
hleep-hleep 
of POKEY is 
replaced by a 
staccato rush 
that sounds 
more like 
machine gun 
fire. 



ble density operation at a price lower 
than the double density drives now on 
the market. For those of you who've al- 
ready bought a 1050, this new ICD en- 
hancement will upgrade your drive to 
match the current crop of liigh tech, high 
storage drives. D 



PAGE 54 / MAY 1985 



ANALOG COMPUTING 



From the editors of 
A.N.A.L.O.G. Computing 




FI^FILDG 



COMPENDIUM 



The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine. 



S^P 


p//M////////l(llilllllltlllil\U^^^^ 


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The ANALOG Compendium is available at selected book and computer stores, or you can order it direct. Send 
a check or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. O. Box 615, Holmes, 
PA 19043 

Or you can order by phone with MasterCard or VISA. Call toll free 1-800-345-8112 (in PA, call 
1-800-662-2444). For orders outside the U.S., add an additional $5 air mail, $2 surface. 



16K Cassette or 
24K Disk 



GAME 



^^ 




by Mark Price 



Unnaturally heavy rainfall has caused a landslide 
in the area of Boulder, Colorado. The debris has cre- 
ated an effective earth dam, which is keeping the 
water from the storm from flowing away. . .thereby 
threatening to flood the town. 

Boulder has hired your demolition company to 
clear away the rubble. Because of the unsure footing 
on the pile, it has been decided to clear away the 
rocks with bombs dropped from aircraft flying above. 

Typing it in. 

Before typing anything, look at the listings accom- 
panying this article. 

Listing 1 is the BASIC data and data checking 
routine. This listing is used to create both cas- 
sette and disk versions of Boulder Bombers. The 
data statements are listed in hexadecimal (base 
16) , so that the program will fit in 16K cassette 
systems. 

Listing 2 is die assembly language source code 
for the game of Boulder Bombers, created w^ith 
the OSS MAC/65 assembler. You don't have to 
type this listing to play the game! It is included 
for readers interested in assembly language. 




PAGE 56 / MAY 1985 



ANALOG COMPUTING 



Boulder 
Bombers 




Follow the instructions below to make either a cas- 
sette or disk version of Boulder Bombers. 

Cassette instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge and verify your typing with 
Unicheck (see page 34). 

2. Type RUN and press RETURN. The pro- 
gram will begin and ask: 

MAKE CASSETTE €8} OR DISK CIJ? 

Type and press RETURN. The program will 
begin checking the DATA statements, printing 
the line number of each as it goes. It will alert 
you if it finds any problems. Fix any incorrect 
lines and re-RUN the program, if necessary, until 
all errors are eliminated. 

3. When all of your DATA lines are correct, 
the computer will beep twice and prompt you 
to READY CASSETTE AND PRESS RETURN. 
Now, insert a blank cassette in your recorder, 
press the RECORD and PLAY buttons simultane- 
ously and hit RETURN. The message WRITING 
FILE will appear, and the program will create 
a machine language boot tape version of Boul- 
der Bombers, printing each DATA line number 



as it goes. When the READY prompt appears, the 
game is recorded and ready to play. CSAVE the 
BASIC program onto a separate tape before con- 
tinuing. 

4. To play, rewind the tape created by the BA- 
SIC program to the beginning. Turn your com- 
puter OFF and remove all cartridges. Press the 
PLAY button on your recorder and turn ON youi- 
computer while holding down the START key. 
If you have a 600 or 800XL computer, you must 
hold the START and OPTION keys when you 
turn on the power. The computer will "beep" 
once. Hit the RETURN key, and Boulder Bom- 
bers will load and run automatically. 

Disk instructions. 

1. Type Listing 1 into your computer, using 
the BASIC cartridge and verify your typing with 
Unicheck (see page 34). 

2. Type RUN and press RETURN. The pro- 
gram will ask: 

HAKE CASSETTE CO) OR DISK CI}? 

Type 1 and press RETURN. The program will 
begin checking the DATA lines, printing the line 

(continued on page 59) 




ANALOG COMPUTING 



MAY 1985 /PAGE 57 





Since issue 1, ANALOG Computing's cassette and disk 
subscriptions have eliminated the :need for you to spend' 
hours typing in; programs from- the magasne. 

All of the progranis ih thil magazine are 
and idisk versions. 



on the 



" 1 -year (12 issued) oil cassette. $90.b0, disk, $130.00 
:V2 year (6 issues) cassette, $48.00, disk, $72.00^ 

b subscribe onjcasfeette or disk, send your|Check or mone^ 

order to: i | f" i t" ] ] 'j I ~ "' 

CASSEJTT^ SUBSCRIPTlbN or bisk SUBSCI^IPtlON- 
! I RO. BOX 615, HOLMES, m 19043. I 



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Tcall 800-662-2444)- 



THE #1 MAGAZINE FOR ATARI" COMPUTER OWNERS 



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[COMPUTING] 

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(IN PENNSYLVANIA, 800-662-2444) 



30> 



:8112 



^ Boulder Bombers 



cojTtinued 



number of each statement as it goes. It will alert 
you if it finds any problems. Fix incorrect lines 
and re-RUN the program, if necessary, until all 
errors are eliminated. 

3. When all the DATA lines are correct, you 
will be prompted to INSERT DISK WITH DOS, 
PRESS RETL7RN. Put a disk containing DOS 
2. OS into drive #1 and press RETURN. The mes- 
sage WRITING FILE will appear, and the pro- 
gram will create an AUTORUN.SYS file on the 
disk, displaying each DATA line number as it 
goes. When the READY prompt appears, the 
game is ready to play. Be sure the BASIC pro- 
gram is SAVEd before continuing. 

4. To play the game, insert the disk contain- 
ing the AUTORUN.SYS file into drive #1. Turn 
your computer OFF, remove all cartridges and 
turn the computer back ON. Boulder Bombers 
will load and run automatically. 

Playing Boulder Bombers. 

Boulder Bombers is a cooperative/competitive 
game for one or two players. The number of players 
is chosen using the SELECT key. 




Boulder Bombers. 

You start the game in a hot air balloon, flying high 
above the rock-filled canyon. Bombs are dropped by 
pressing the joystick trigger buttons. When half of 
the rocks are gone, you will automatically switch to 
quicker planes. When the entire canyon is cleared 
of rocks, you advance to the next level, where every- 
thing goes faster. 

At the start of Boulder Bombers, you are allotted 
three bombs, shown next to your score at the bot- 
tom of the screen. You are penalized bombs when- 



ever you make a miss or fail to attempt a drop on 
a pass over the canyon. 

Extra bombs are awarded at 1000, 3000, 5000, 7000 
and, finally, at 9000 points. Up to three bombs will 
be shown on the screen at a time, but extras earned 
will be kept in reserve. When you miss with your 
last bomb, the game ends. 

The worth of rocks cleared varies, depending upon 
their original depth: red-2, yellow-4, blue-6. 

Boulder Bombers may be paused by hitting the 
space bar. Play is resumed by moving either joystick. 
Commence earth-moving operations! D 

At twenty-one, Mark Price has been working with 
computers for five years. He currently attends college 
in Southern California, where he is working on a de- 
gree in computer science. A member o/S.B.A.C.E. , 
his interests include programming, speech synthesis 
and graphics development. 

Listing 1. 
BASIC listine. 



10 REM *** BOULDER BOMBERS *** 

29 TRAP 20;? "HAKE CASSETTE tOJ , OR DI 
SK (1>";:IHPUT D5K:IF DSK>1 THEN 20 

30 TRAP 4080e:DATA 0,1,2,3,4,5,6,7,8,9 
,0,0,0,0,0,0,0,18,11,12,13,14,15 

40 DIM DATSC91) ,HEK(22) :FOR H=8 TO 22: 

READ N:HEK{X)=H:MEKT K : LIME=998 iRESTOR 

E 10e8:TRAP 128:? "CHECKIM6 DATA" 

50 LIHE=LINE+10:? "LIHE :";LIHE :READ DA 

T$:IF LEHtDAT5)<>90 THEN 220 

60 DATLIN=PEEK(183J+PEEK<184)«256:IF D 

ATLINOLINE then ? "LINE ";LINE;" MISS 

ING!":END 

70 FOR K=l TO 89 STEP 2 :D1=ASC (DATS fX, 

XJ ) -48 : D2=ASC CDATS iH*l , X+1) } -48 : BYTE=H 

EX(Dl}«16+HEXtD2> 

80 IF PASS=2 THEN PUT ttl, BYTE : NEXT X:R 

EAD CHKSUM:GOTO 50 

90 TOTAL=TOTAL+BVTE:IF T0TAL>999 THEN 

T0TAL=T0TAL-1000 

180 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM 

THEN 50 
110 GOTO 220 

120 IF PEEK 1195} <>6 THEN 220 
130 IF PASS=8 THEN 170 
140 IF NOT DSK THEN 168 
158 PUT ttl, 224: PUT ttl, 2: PUT ttl, 225: PUT 

ttl, 2: PUT ttl, 0: PUT ttl, 32: CLOSE ttl: END 
160 FOR X=l TO 184:PUT ttl,0:NEXT X:CLO 
SE ttl: END 

170 IF NOT DSK THEN 200 
188 ? "INSERT DISK WITH DOS, PRESS RET 
URN";:D1M IN$tl}:INPUT IN$:OPEN ttl,8,Q 
,"D! AUTORUN.SYS" 
190 PUT ttl,255:PUT ttl,255:PUT ttl,0:PUT 

ttl, 32: PUT ttl, 111: PUT ttl, 48: GOTO 210 
200 ? "READY CASSETTE AND PRESS RETURN 
";:OPEN ttl,8,128,"C:":REST0RE 23e:F0R 
X=l TO 48: READ N:PUT ttl, N: NEXT X 
210 ? :? "NRITING FILE":PASS=2:LINE=99 
e:RESTORE ieOO:TRAP 12e:G0T0 58 
228 ? "BAD DATA: LINE ";LINE:END 

(Listing continued on next page] 



ANALOG COMPUTING 



MAY 1985 / PAGE 59 



^^ 



Boulder Bombers continued 



230 OATA 0,18,216,31,255,31,163,0,141, 

47,2,165,60,141,2,211,169,0,141,231,2, 

133 , 14 , 169 , 56 , 141 , 232 , 2 

240 DATA 133,15,163,0,133,10,169,32,13 

3,11,24,36 

1000 DATA A26FBDFC273Dee2CCAieF7A3008D 

eED4A3348D16D0A32S8Dl?D0A3848D18D0A3C4 

8D19D0A30e8DlAD0A2033DeS,415 

1010 DATA D0CA10FAA3288D12D0A3848D13De 

A9C88D14D0A3C88D15D0A3308D07D4A33E8D00 

D4A9e38DlDD0A070B300E093, 358 

1020 DATA ee2CC8D0F7B30eE133002DC8D0F7 

A32C8De3D4A900A0223312008810FAA02733FC 

298810FA204B25A3008D08D2 , 550 

1030 DATA A3038D0FD2A338852DA348852EA3 

2C852BA3CC852CA3008DOOD48D05D285158D07 

022e7925A9AE8D02D4A3258D,475 

1040 DATA 03D4A3FF8513A30185148513A300 

8518A33E8De0D4A3038512ADlFD02303C301D0 

15ADlFDe23e2F0F3A51A4301 , 76 

1058 DATA 851A1863118D2326D0e4C3e2F015 

A518D0eBADeAD22301AABDAC258517201D244C 

CD2eADlFDe29eiFeF3A9e385 , 502 

1060 DATA 13A90085138D00D4A2023D53263D 

6326CA10F7A9108D5C268D6e26A202A9CD9D5E 

269D6826CA10F7A9e3852985,215 

1070 DATA 2AA91185278528A51A0AeA0AA2e7 

A8B99A259D4F26C8CA10F6A9D18D02D4A9258D 

e3D4A93E8D00D4204B25A903 , 855 



1080 DATA 8517S512A90185148532A92A8531 

2e7925A90085188D06D2A92C852BA9CC852C8D 

lE0eA908851BA513C9AFF0e5,394 

1090 DATA 38E9048513A201B51FD0e34C3423 

BD06DOD0034CE7222907D0034CBD22A9e08534 

B51F38E96729F885330633e6,595 

1100 DATA 3326341S653385339002E634B52B 

38E92F4A4A18653385339002E6341869FC8533 

A53469298534A000B133F004 , 765 

1110 DATA C9049e22C8B133F004C9e49019A0 

28B133F004C9049e0FC8B133D0034CE722C9Q4 

9e034CE7220A8516A9009133,433 

1120 DATA A53138E9018531B002C632A9FE85 

15BCAA25A51618795926995926A9038516B959 

26F023C91A901A38E90A9959, 108 

1130 DATA 2e88C6ie3014B95926D002A91018 

6901995926D0DDC8E616D0D8A9598533A92685 

348AF00BA9eA186533853390, 898 

1140 DATA 02E634A000B133D93A2eF004B009 

9011C8C004D0F0F00AA003B133993A268810F8 

BCAA25B95626D527D014F629, 78 

use DATA B529C904B00A187DAA25A8A9CD99 

5A26F627F62FB52FC51BD02A8A18e9368534B5 

1F8533A005A90031338810FB , 985 

1160 DATA 8AeAA8A9009900D29901D2951FB5 

2FD04D2e62254C2E238A1869368534B51F8533 

A900Ae0591338810FBF625B5, 513 

1170 DATA 254A4A4A4AS51618751FC9C4B0C5 

951FS533A005B9602C91338810F88A0AA8A516 



WHITE HOUSE 
COMPUTER 



We carry a full line for the Atari, Apple & C-64. 



VISA & MC 
Accepted 4% 

P.O. Box 4025, Wllliamsport, PA 17701 - (71 7) 322-7700 
HOURS: Monday - Friday 9 am - 6:00 pm / Saturday - 9:00 am - 3:00 pm 



^^^^^^ 



i DISK DRIVES 



gj Atari 

|| Indus GT 259.00 

M 1050 169.95 

g Commodore 

p Indus GT 255.00 

1; 1541 235.00 

il MSD Drives 

11 Single MSD 1 309.00 

1:; Dual MSD 2 485.00 

II Blue Chip 

Hi: 100% Compatible 

11 C-64 Disk Drive 

W. Double Density 225.00 

i DISKETTES 

i SKC 

ilSS/SD 11.95 

iisS/DD 14.95 

;;|dS/DD 16.95 

II Maxell 

iJMD-l 18.95 

;^MD-2 23.95 

^Elephant 

i|SS/SD 14.95 

■^SS/DD 16.95 

||dS/DD 21.95 

si^nnovative 
II Concepts 

pFlip-N-File (10) 3.95 

:^FIip-N-File (15) 8.95 

H Flip-N-File (25) 1 8.95 

i^lH w/lock 
^Flip-N-File .. 
^Flip-N-File .. 
11 w/lock 

JgFlip-N-File 17.95 

!•■ ROM Holder 

Ask About Phone Rebates! 



.(50) 17.95 
.(50) 23.95 



Koala 

Atari S C-64 

Koala Pads 49.95 

WICO 

Bat Handler Joy stick. .. . 1 6.95 

3-Way Deluxe 21.95 

Boss 13.95 

SOFTWARE 

1010 Recorders 45.00 

Atari Key Pads 29.00 

Atari Writer 39.95 

Batteries Included 

Paper Clip w/Spell PK . . . 69.96 

Paperclip 59.00 

Home Pack 32.95 

Bus Card 137.95 

Bl 80 Board 137.95 

Broderbund 

Atari 

Print Stiop 31.95 

Bank Street Writer 39.95 

Spelunker 21.95 

Stealtti 21.95 

Loderunner 22.95 

C-64 

Print Shop 31.95 

Bank Street Writer 37.95 

Spelunker 21.75 

Steallti 21.75 

Loderunner 22.95 

INTERFACES 

MPP 1150 64.95 

Uprint N Port 59.00 

Apple Dumpling GX.... 65.00 

MPP 1152 Buffer Kit 19.95 

Atari 850 115.95 

Cardco B 35.95 

Cardco G 59.95 

Micro Stutter 64K Printer 
Buffer 105.00 



PRINTERS 

Star Micronics 

10X 225.00 

15X 340.00 

Delta 10X 335.00 

Delta 15 445.00 

Radix 10 495.00 

Radix 15 585.00 

Powertype 309. (X) 

Legend 

880 220.00 

1080 240.00 

1200 250.00 

Atari 

1020 59.(X) 

1025 189.00 

1027 239.00 

Commodore 

1526 259.00 

Juki 

61 OO 379.00 

Blue Chip 

P«12010C-64 259.00 

Epson Printer 

RX 80 219.00 

RX 80FT 259.00 

RX 100 369. (X) 

FX 80 385.00 

FX 100 555.00 

JX 80 529.00 

LQ 1500 P 1089.00 

LO 1500S 1149.00 

Cardco Printer 

LQ-1 ■ 379.00 

LQ-3 289.00 

(with Atari/Commodore Interface) 

DUST COVERS 
PRINTER RIBBONS 
PRINTING PAPER 



C. Itoh Printers 

8510 A 285.00 

8510 BC2 389.00 

8510 BP1 339.00 

8510 SP 389.00 

8510 SR 429.00 

8510 SCP 459.00 

8510SCR 489.00 

1550 BCD 529.00 

1550 P 485.00 

A10-20P 465.00 

F10-40 P/S 875.00 

F10-55 P/S 1059.00 

FIOTractor 169.00 

Flo Sheet Feeder ....349.00 

Okidata Printer 

1-82 229.00 

83 545.00 

84 645.00 

92 349.00 

93 565.00 

Image Writer 425.00 

Oklmate 10 179.00 

Mannseman Tally 

Spirit 80 249.00 

MT 160L 495.00 

Mt 180L 595.00 

Panasonic 

1090 199.00 

1091 265.00 

1092 399.00 

1093 599.00 

3151 475.(50 



MODEMS 

MPP1000C 
99.74 

Mighty Mo 

w/Software 79.95 

Telecommunications ... 69.95 

Weslrldge 79.95 

Hayes 300 199 00 

Hayes 1200 469.00 

Apple Cat II 265.00 

CompuServe 24.95 

MONITORS 

Zenith 

122 85.95 

123 75.95 

NEC 

1201 Green 139.95 

1205 Amber 139.95 

1260 Green 97.00 

Amdek 

300 Green 135.00 

300 Amber 145.00 

Color 300 250.00 

Teknika 

MJ-10 Composit 4 

Separate Video 235.00 

MJ-22 RGG Composite « 
Separate Video 289.00 

Dealers Inquiries 
Invited 



POLICY: Nodeposil on COD orders. FREE freight on all pre- 
paid cash orders over $300 in the continental USA. APO & 
FPO add $5 per hundred. For priority mail add $8 per 
hundred. PA residents add 6% sales tax. Defective products 
must have Prior RA number. Schools net 15. 

CIRCLE #115 ON READER SERVICE CARD 



PAGE 60 / MAY 1985 



ANALOG COMPUTING 



^ 



Boulder Bombers continued 



1875239523390002ftSft838E5 , 241 

1180 DATA ie9981D2CA30424C9C21B52?FeF6 

8A18E51ADeiBA5143e08B52BC9449eE6B886B5 

2BC9B8BeDEAD0AD2298FFe87, 561 

1198 DATA D8D5BD18DeD8D8B52D18e988951F 

A9e09525952FF621A9329523D8BB8DlED82eiD 

24A515Fei2C615C61549F08D,794 

1280 DATA 84D24A4A4A4A498F8D85D2AD1FD8 

C987F8834C9428A531De87A532D8e34C6321AD 

FC82C921DeiAA9808D81D28D , 615 

1210 DATA 83D28D85D2AD88D3C9FFFeF9A9FF 

8DFCe28DF282A51229eFF0e34C9A21A927851D 

A988851EA96418651D8533A9, 948 

1220 DATA 2B69ee8534A00eB133F81EAAAe28 

B133D0178A9133A880989133A53338E9288533 

Bee2Ce34C61E38eFA53338E9,5e3 

1230 DATA 288533Be02C634C61E10CDC61D10 

B84C9A21A518De35A517C9e3F08CA99e8D06D2 

A9248D87D2D023A9008D86D2 , 456 

1248 DATA A9028D07D2A201B52D85338A1869 

348534A08FB9502C91338818F8CA10E9E612A5 

122517D061A52B186514852B, 918 

1250 DATA 8D00D88De2D0A51449FE18652C85 

2C8DeiD08De3DeAS17C981D83FA5122902Fe39 

A514851CA2eiB52D85338A18, 443 

1260 DATA 69348534A51229848A8516A51C29 

iei8651686ieAAA008BD302C9133E8C8C088D0 

F5A51C49FE851CA616CA10CD,915 

1270 DATA A2eFA41388D0FDCAD0F8A9018518 

A52BC92CF0e4C9CCD055A9e08De5D28D87D285 

158518A2eiB51FFe07B52FDe, 504 

1280 DATA 03206225B521D00320e225CAieEB 

207925A61AA5291875296519F025A51449FE85 

14Ae2DA42E862E842DA98385,640 

1290 DATA 12A532De0EA531C995B008A98185 

17A904851Be06868A9088516A2FFA0FFADlFD0 

C907D08A88DOF6CflDOFlC616 , 269 

1300 DATA 10EB4C9420A000B96C2699242AC8 

D0F7A091B96B2799232B88D0F760B529F012D6 

29B529C903B00A187DAA25A8,578 

1310 DATA A900995B2ee0A900A89900349900 

3599e03699003788D0F1851F8528852185228D 

81D28D83D260B2A5B4B5B0AD,39e 

1320 DATA AFA3928eB2A5B9AlACB003eD0103 

707070462F2670707070707070787044242A04 

04e4e404e404040447F32586 , 97 

1330 DATA 0641AE2570787070707070707070 

70707044242A04040404040404e404462F2670 

06e641D1258080E2EFF5ECE4,37 

1340 DATA E5F28O8OE2EFEDE2E5F2F38O80OO 

80806279000060617268007072696365000000 

00e0000e00302C2139253233,159 

1350 DATA iAooiioeoooooeoeoeoooooe8e28 
292728iAeoeooeeoioeoeeoeoeoooo302C2i39 

253200110000000000000000,690 

1360 DATA oooooeoeoooooooooooooooeeoeo 
ooooeeeooooooooeoooooieioieioioioioiei 
eieioioioioioioioioieioi , 711 

1370 DATA 0101010101010101010101010101 

81810101018581010101810101010101010101 

010181818101010101010101,888 

1380 DATA 8181818181010101010101010185 

84858181010101010101010101010101010101 

018101010101010101010101 , 328 

1390 DATA 0101010101010184858485820202 

02820202020202020202020202020202020202 

020202020202020202020202 , 933 

1400 DATA 0202848584848582020202020202 

02020202020202020202020202020202020202 

020202020202020284848584,196 

1410 DATA 8485020202020202020202020202 

02828202020202020202020202020202020202 

020202848485848484850303 , 461 

1420 DATA 0303030303038583838383030303 

03830303030303850303030303030303848484 

858484848503030303030303 , 890 

1430 DATA 8484858385030303030303030385 



03848485030303030303038484848584848484 

850303030303848484848484,998 

1440 DATA 8503030303030384848484848485 

03030303038484848485848484848485030303 

848484848484848485030303 , 750 

1450 DATA 0384848484848484848583030384 

84848484850000000000000000545454545454 

54e0A8ASA8A8A8A8A800FCFC,12 

1460 DATA FCFCFCFCFCOOFFFFFFFFFFFFFFFF 

FCFCFCFCFCFCFCFC000001033FD3FE80000001 

83BFD37E00000080CeFCCB7F , 550 

1470 DATA 010e0088ClFDCB7E003C7EFF00FF 

FF7E3ClS24241818000000Ae40E0E0E0400000 

6C7C387C7C7C38100000e000,427 



CHECKSUM DATA. 

(see page 34] 

10 DATA 883,351,496,811,423,729,200,60 
?i§^Si5I3 , 694 , 613 , 29 , 205 , 214 , 7379 
160 DATA 139,198,962,684,491,30,155,11 
?AiS^A52£*'+^22, 931, 966, 720, 6412 
1060 DATA 930, 958, 707,642,514,568, 751, 
664 , 875 , 889 , 595 , 735 , 987, 895 , 757 , 11507 
1210 DATA 972,571,686,533,643,718,955, 
594 , 963 , 842 , 528 , 467 , 416, 252 , 546 , 9678 
1360 DATA 345,458,484,572,680,693,794, 
42,94,468,801,605,6036 





RENT Jf^ BUY 








ATARI' 








IBM 


Hint Book 




Apple - C-64 


o---— -.- 


75 Adventures 






Software 




$19.95 






PUBLIC DOMAIN 


ADVENTURES 




No. 


1 - 25 Games 


Mission Asteroid 




No. 


2-25 Utilities 


Wizard and the Princess 




No. 


3 — 25 Music System 


Ulysses and the Golden Fleece 




No. 


4 — 14 Games 


Adventure on a Boat 




No, 


5 — 25 Educational 


Probe I 




No. 


6 — 25 Music Program 


The Black Forest 




No. 


7 — 14 More Games 


Warlocks Revenge 




No. 


8-17 More Utilities 


Dark Crystal 




No. 


9 — Lotsa Games 


Dunzhin 




No. 


— Utility Assortment 


Kaiv 

Ziggurat 

Birth of the Phoenix 






Rent any 2 for S7.00 


Adventure in Time 
After Pearl 






Rent all 10 for $30.00 


Around the World 






Call toll-free outside Texas: 1-800-433-2938 






- Inside Texas call: 817-292-7396 




^^^ 


-^ WEDGWOOD RENTAL r^ 

QB 5316 Woodway Drive \jM 




yb 




Fort Worth, Texas 76133 ^ 





CIRCLE #116 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 /PAGE 61 



^ Boulder Bombers 



coTitinued 



Assembly listing. 



i» » 

!• -BOULDER BOMBERS' » 



l» 


bv 




» 


l» Mark f'rlca 


* 


l» 


»••»« 






I ZERD-PflBE VftRIflBLES 




1 


»■ 


*12 




CLOCK 


.OS 






OELYVAL 


.D3 






DIR 


.DS 






EXPLODE 


.D8 






HOLD IT 


.DS 






nnsK 


.Da 






ONSCR 


.03 






PLAY 


.DS 






PLAYERS 


.DS 






RKILL 


.D3 






TDIR 


.DS 






XCOUNT 


.DS 






YCQUNT 


.DS 






BMBDRP 


.DB 


2 




BRUN 


.08 


2 




DRPFREQ 


.DS 


2 




DRPRftTE 


. DS 


2 




FREHEN 


.03 


2 




BOMBS 


.DS 


2 




PLYRX 


.DS 


2 




PLYRY 


.03 


2 




RCKHIT 


.08 


2 




ROCKS 


.03 


2 




SCRPTR 


.03 


2 




t KEYBOARD VARIABLES 




1 

CH 




»«2FC 




CHt 




»a2F2 




PMAREA 




• 3000 




PL» 




PMAREA+1B24 


PLl 




PL0+236 




PL2 




PLl+23i 




PL.3 




PL2+236 




ROMCH 




• E000 


I ROM CHR BET 


CHARS 




*2C00 


I MY CHR SET 


1 SYSTEM 


EQUATES 




AUDCTL 




»D20a 




AUDCl 




*D201 




AUDC2 




*D203 




AUDC3 




• D203 




AUDC4 




»D207 




AUDFl 




*D200 




AUDF3 




*O204 




AUDFl 




»D2B6 




CHBASE 




»O409 




COLBAK 




• O01A 




CQLPFB 




*D016 




COLPFl 




*O017 




COLPFZ 




*D018 




C0LPF3 




»D019 




COLPMB 




»D012 




COLPMl 




• 0013 




COLPMZ 




• 0014 




COLPMS 




• 0013 




CDNSDL 




• O01F 




DLIST 




• 0402 




DMACTL 




• 0400 




SDMCTL 




• 022F 




BRACTL 




• 0010 




HITCLR 




• D01E 




HPOSP0 




• D000 




HPOBPl 




• 0001 




HP03P2 




• DB0Z 




HPDSP3 




• 0003 




NMIEN 




• D40E 




PL2PF 




• 000^1 




PMBASE 




• 0407 




PORTA 




• D300 




RANDOM 




• D20n 




alZEP0 




• D008 




SKCTL 




• D20F 




iRiae 




• 0010 




1 


»a 


• 2000 




INIT 


LDX 


»111 


ICOPY MY CHA 


MYCHRS 


LDA 


MYCHAR3 


X 




STfl 


CHARS, X 






D6X 








BPL 


MYCHRS 






LDA 


»0 


(DISABLE VBI 




ETA 


NMIEN 






LDA 


• •34 


I3ET COLORS 




ETA 


COLPF0 






LDA 


• •28 






3TA 


COLPFl 






LDA 


• •84 






STA 


C0LPF2 






LDA 


• *C4 






STA 


C0LPF3 






LDA 


• 






STA 


COLBAK 






LDX 


• 3 


) INIT PLAYER 


STUIDTH 


STA 


8IZEP«,X 




DEX 








BPL 


STWIDTH 






LDA 


• •28 






STA 


COLPM0 






LDA 


«»B4 






3TA 


COLPMl 






LDA 


»«C8 






STA 


C0LPM2 






LDA 


• •C8 







STA 


C0LPM3 






LDA 


• >PMAREA 




STA 


PMBASE 






LDA 


• •3E 






STA 


DMACTL 






LDA 


• 3 






STA 


BRACTL 






LOY 


• 112 


1 INIT CHR SET 


SETCHl 


LDA 


ROMCH, Y 






STA 


CHARS, Y 






INY 








BNE 


SETCHl 




SETCH2 


LDA 


R0MCH+Z3t, Y 




STA 


CHAR3+236.Y 




INY 








BNE 


SETCH2 






LDA 


tt >CHAR3 






STA 


CHBASE 






LDA 


• 


1 INIT VARB 




LOY 


•SCRPTR+1-CLOCK 


ZEROVAR 


STA 
OEY 


CLOCK, Y 






BPL 


ZEROVAR 






LOY 


• •27 


ISET SCREEN DISP 


CLRTOP 


STA 
OEY 


CANYON, Y 






BPL 


CLRTOP 






J3R 


3ET3CRN 






LDA 


• 


1 INIT SOUND 




STA 


AUDCTL 






LDA 


• 3 






STA 


SKCTL 






LDA 


• 36 


ISET PLAYER 




STA 


PLYRY 


I LANES 




LDA 


• 72 






STA 


PLYRY+1 




RESTART 


LDA 


#44 


ISET PLAYER 




STA 


PLYRX 


1 START 




LDA 


• 204 


1 POSITIONS 




STA 


PLYRX+1 






LDA 


• 


tTURN OFF SCREEN 




BTA 


OMACTL 






STA 


AUDC3 


1 EXPLOSIONS, 




STA 


EXPLODE 






STA 


AUDC4 


1 AND BK8 SOUND 




JSR 


PMCLR 


(CLEAR PLAYERS 




LOA 


» <OLIBT 


1 ISET TITLE 




STA 


OLIST 


1 SCREEN 




LDA 


• >OLIBT 


1 




BTA 


OLIST+1 






LDA 


»»FF 


ISET SAME SPEED 




STA 


OELYVAL 


1 FOR TITLES 




LOA 


• 1 


S3ET START OIR 




STA 


OIR 






STA 


PLAY 


ISET PLAY FALSE 




LDA 


• 


1 PLAYERS NOT 




BTA 


ONSCR 


1 ON SCREEN 




LDA 


»*3E 


ITURN SCREEN 




STA 


DMACTL 


1 BACK ON 




LDA 


• 3 


1 INIT CLOCK 




STA 


CLOCK 




BTCNBL 


LDA 


OQNSOL 


1 CHECK CONSOL 




AND 


•3 


1 8WITCHE3 




CMP 


• 1 


[SELECT PRESSED? 




BNE 


CHKSTRT 


I NO, TRY START 


SELECT 


LDA 


CONSOL 


1 YES, WAIT FOR 




AND 


• 2 


1 KEY RELEASE 




BEQ 


SELECT 






LDA 


PLAYERS 


ICHANBE • OF 




EOR 


• 1 


1 PLAYERS 




STA 


PLAYERS 






CLC 








ADC 


• »11 


1 & SET ON SCREE 




STA 


SCNOPLR 






BNE 


MOVET 


1 (MOVE PLAYERS) 


CHKSTRT 


CMP 


• 2 


IIF START THEN 




BEQ 


START 


I START BAME 


MOVET 


LDA 


ONSCR 


1 IF ON SCREEN, 




BNE 


MOVIT 


1 THEN MOVE 




LDA 


RANDOM 


lELSE, PICK OUT 




AND 


• 1 


1 NEW SHIP TYPE 




TAX 








LDA 


MASKS, X 






STA 


MASK 


» & SET IT 


MOVIT 


JSR 


MDVEPLR 


IMDVE PLAYERS 




.IMP 


QTCNSL 


IDO CHECK AQAIN 


START 


LDA 


CONSOL 


IMAIT FOR KEY 




AND 


• 1 


1 RELEASE 




BEQ 


START 






LDA 


• 3 


ISET BAME SPEED 




STA 


OELYVAL 


1 TO •FF+»04 




LOA 


»0 


ISET PLAY TRUE 




STA 


PLAY 






STA 


DMACTL 


ITURN OFF SCREEN 




LDX 


• 2 


ISET SCORES TO 


ZEROSCR 


STA 


SCOREl.X 


t ZERO 




STA 


8C0RE2!x 






DEX 








BPL 


ZEROSCR 






LDA 


• •10 






STA 


SCOREl+3 






STA 


SC0RE2+3 






LDX 


•2 


ISET BOMBS LEFT 




LDA 


• •CD 


1 TO THREE 


STBMBC 


STA 


B0MB1,X 






STA 


BOMBZ, X 






DEX 








BPL 


STBMBC 






LDA 


• 3 






BTA 


BOMBS 






STA 


BOMBS+l 






LDA 


• *11 


ISET NEXT FREE 




STA 


FREMEN 


1 BOMB AT 1000 




STA 


FREMEN+1 






LDA 


PLAYERS 


ISET SECOND 




ASL 


A 


1 PLAYER MESSAGE 




ASL 


A 


1 TO -PLAYER 2- 




ASL 


A 


» OR -COMPUTER' 




LDX 


• 7 






TAY 






8TP2MS 


LDA 


P2C0MPT, 


Y 




STA 


P2MaB,X 





INY 

DEX 

BPL STP2MS 

LDA » <DLI8TZ ISET OLIST 

BTA DLIST I TO SAME 

LDA • >DLISTZ I SCREEN 

STA DLI3T+1 

LDA ••3E ITURN ON SCREEN 

STA OMACTL 
I 
NEUSCRN JSR SETSCRN I SET CANYON 



LDA »Z 
STA MASK 
STA CLOCK 
LDA •! 
STA DIR 
STA ROCKS-H 
LDA ^42 
STA ROCKS 
J3R PMCLR 
LDA »0 
STA ONSCR 
BTA AUDF4 
LDA ^44 
STA PLYRX 
LOA ^204 
STA PLYRX+1 
STA HITCLR 
LOA »B 
STA RKILL 



ISET TYPE TO 

I BALLOON 

I AND BE8IN CLOCK 

lOIR - RIBHT 

I ROCKS IN 

I CANY0N-29e 

■CLEAR PLAYERS 
ISET PLAYERS ON 
I SCREEN-FALSE 

tSET START 
I POSITIONS 
I OF PLAYERS 

ICLEAR HITS 
I CROCKS PER BOMB 
<MAX) "S 



LDA DELYVAL I SPEED UP THE 



CMP ••AF 

BEQ BMBLOOP 

SEC 

SBC ^4 

3TA DELYVAL 



BAME JUST A BIT 
(UNLESS ALREADY 
AT MAX SPEED) 



I BOMB MOVEMONT, HIT CHECKS, 

I 3CQRE AND HIBHSCORE SET 

I 

BMBLOOP LDX •I | BET PLAYER INDEX 

BMBNLOP LOA BMBDRP, X IIF BOMB NOT 

BNE CHKHIT8 I DROPPED 

JMP CHKDRP I CHECK TRIB 

CHKHITS LOA PL2PF, X I BOMB HIT 

BNE CKHROK I ANYTHINB? 

JMP LWRBMB I NO, MOVE BOMB 

CKHROK AND •7 I IF HIT ONLY 

BNE BHITRK I COLOR 3, IT 

JMP KILLBMB I 8ETS ERAsED 

BHITRK LDA »0 ISET POINTER 

STA 3CRPTR-H I INTO SCREEN 

LDA BMBDRP, X I RAM WHERE THE 

SEC I ROCK HIT IS, 

SBC ^103 I 1ST, SET BOMB'S 

AND •»FB I Y-P08 TRANS- 

3TA SCRPTR | LATED INTO 

ASL SCRPTR I ROW NUMBER 

A8L SCRPTR |AND MULTIPLY IT 

ROL SCRPTR+1 I BY 40 

CLC 

ADC SCRPTR 

STA SCRPTR 

BCC BTP0 

INC aCRPTR+1 

nTPa LDA PLYRX, X I THEN, CHANGE 

"^" I X-POS INTO THE 

I COLUMN NUMBER 



I AND ADD IT ON 



ADD SCREEN 



3EC 

SBC •47 

LSR A 

LSR A 

CLC 

ADC BCRPTR 

STA SCRPTR 

BCC BTPA 

INC SCRPTR+1 

CLC I 

ADC » <CANYON I START 

STA SCRPTR I ADDRESS 

LDA SCRPTR+1 

ADC tt >CANYON 

STA SCRPTR+1 

LOY •0 ICLEAR INDEX 

LOA (SCRPTR), Y I i. SET CHAR 

BED QTPl (if IT'S BLANK 

CMP ^4 I OR ABOVE 4 

BCC GOTCHR I THIS ISN'T IT. 

INY I TRY ABAIN.ONE 

LDA (SCRPTR), Y I RIBHT 

BEQ BTP2 

CMP »* 

BCC BOTCHR 

LOY ••28 I IF HE BTILL 

LDA (SCRPTR), Y I DON'T BET IT 

BEQ 8TP3 I TRY 1 DOWN 

CMP ^4 

BCC BOTCHR 

INY I THEN, BOTH AT 

LDA (SCRPTR), Y ( ONCE 

BNE BCKRCK 

IIF BY THIS 
I TIME, WE DONT 
I HAVE IT, THEN 
I BIVE UP 
IHOLO SCORE- 
I CHAR » 2 
I ERASE ROCK ON 
I SCREEN 



JMP LWRBHB 

CMP »4 

BCC BOTCHR 

JMP LWRBMB 

ASL A 

STA HOLDIT 

LDA •» 

STA (SCRPTR) , 



LDA ROCKS 
8EC 

SBC »l 

STA ROCKS 

BCa GOTl 

DEC ROCKS+1 

LOA ••FE 

BTA EXPLODE 



I LOWER • OF 
I ROCKS LEFT 



ISTART EXPLOSION 
I SOUND 



I ADD ON TO SCORE 

I 

LOY SCRNDX,X ISET BASE INDEX 

LDA HOLDIT I TO SCORES, AND 

CLC I ADD TO SCORE 

ADC SCORE 1,Y 

BTA SCOREllY 

LDA #3 ISET DIBIT • FOR 



PAGE 62 / MAY 1985 



ANALOG COMPUTING 



^^ 



Boulder Bombers continued 



STA 
UOA 
BEQ 
CMP 
BCC 
SEC 
SBC 
STA 
DEY 
DEC 
BMI 
LDA 
BNE 
LDA 
CLC 
ADC 
STA 
BNE 
INY 
INC 
BNE 



HQLDIT 
BCOREl, 
CHKHI 

8CUN0X 

#10 
aCOREl 

HOLDIT 
CHKHI 
SCORE 1 
SCBRK 
«*10 

II 

BCOREl 

ADD3CR 

HOLDIT 
ADDSCR 



I ROLLOVER PROT. 
Y ID0NE7 
I YES. CHECK HISH 
IDIBIT >1B7 
I NO, BO RISHT 
I SUB 10 PROM 
I THIS DIQIT 



, Y 

IPOINT TO NEXT 

(ROLLOVER! LEAVE 
,Y tSET DIBIT 
I IP BLANK, SET 
I TO ZERO 
I ADD 1 

,Y I AND SAVE IT 

ICHECK THIS DIQIT 
ISO RIGHT ONE 
I DIBIT 



CHECK POR HIBH SCORE 



CHKSCR 
CHECKSC 



LDA 
STA 
LDA 
STA 
TXA 
BEQ 
LDA 
CLC 
ADC 
STA 
BCC 
INC 
LDY 
LDA 
Clip 
BEQ 
BCS 
BCC 
INY 
CPY 
BNE 
BEQ 



• <aCORE 
8CRPTR 
» >aCQRE 
SCRPTR+1 

CHKSCR 
#10 

SCRPTR 

SCRPTR 

CHKSCR 

BCRPTR+l 

#0 

(SCRPTR* 

HISCOR.Y 

CKNXDQ 

3THI8C 

CHKFRn 

#4 

CHECKSC 

CHKFRM 



I SET POINTER 

1 I TO SCORE FOR 

I PLAYER 1 
I IF IT ISN'T 
I PLAYER 1. THEN 
I ADD TO BET 
! POINTER FOR 
I PLAYER 2 



I BEQ IN AT HI END 
, Y 

I COMPARE "EM 
I IF SAME, DO NEXT 
I IF PLAYER > SET 
I IF HIOH > SKIP 
IDD NEXT DIQIT 
I IF ALL DONE, 
I THEN IT'S THE 
I SAME, SKIP 



SET HIQH SCORE 



STHlaC LDY #3 1 COPY THE 

SETDIQT LDA (SCRPTR), Y I NEW HIQH 

STA HISCOR,Y ) SCORE INTO 

DEY I HtSCOR 

BPL SETDIST 



CHECK FOR BETTtNB EXTRA BOMBS 



UPDTFM 

I 

STRKHT 



ERABOMB 
KILBDMB 



LDY 
LDA 
CMP 
BNE 
INC 
LDA 
CMP 
BCS 
CLC 
ADC 
TAY 
LDA 
STA 
INC 

INC 
LDA 
CMP 
BNE 
TXA 
CLC 
ADC 
STA 
LDA 
STA 
LDY 
LDA 
STA 
DEY 
BPL 
TXA 
A8L 
TAY 
LDA 
STA 
STA 
STA 
LDA 
BNE 
J3R 
JMP 



aCRNDX,X 
3C0RE1-3, 
FREMEN, X 
3TRKHT I 
BOMBS, X I 
BOMBS, X I 
»* I 

UPDTFM I 
I 
aCRNDX,X 

• «CD I 
BOMBl-4, Y 
FREMEN, X 



lOET SCORE 

Y I IN THOUSANDB 

IIP NOT FREE 

BOMB YET, SKIP. 
ELSE, UP 60MBS 

BY I 
IF B0MBa>-4, 

KEEP IN RESERVE 
IF BOMBS LESS 
I THAN 4, THEN 

SET EXTRA 

ON SCREEN 

I3ET FOR NEXT 



I AND ERABE IT 



RCKHIT.X I IF NEW • OF 
RCKHIT,X I ROCKS HIT - 
RKILL I MAX, KILL BOMB 
LWRBMB I ELSE, LOWER IT 

I BET POINTER 

I TO BOMB 
» >PL2 
SCRPTR+1 
BMBDRP,X 
SCRPTR 
*S 
#0 
(SCRPTR) , Y 

ERABOMB 

I TURN OFF SOUND 
A ( FOR THIS BOMB 

#0 

AUDFl, Y 

AUDCl.Y 

BMBDRP,X 13ET FLAQ OFF 

RCKHITIX I IF IT DIDN'T 

DONXBMB I HIT ANYTHINB, 

LMRMISS I LOWER * BOMBS 

DONXBMB I <i DO NEXT 



! LOWER 

I 

LWRBMB 



THE BOMBS 



TXA 
CLC 
ADC 
STA 
LDA 
STA 
LDA 
LDY 
STA 
DEY 
BPL 
INC 
LDA 
LSR 
LSR 
LSR 
LSR 
STA 
CLC 
ADC 
CMP 

Bca 

STA 



# >PL2 ISET POINTER TO 

SCRPTR+l I BOMB 

BMBDRP, X 

aCRPTR 

•0 (ERASE THE BOMB 

#3 

(SCRPTR) , Y 

ERBMB 

DRPRATE.X (UP DROP SPEED 



DRPRATE. X 



(UPDATE POSITION 



A 
A 
A 
A 
HOLDIT 

BMBDRP, X 

#194 (OUT OF RANGE? 
KILBOMB I YES. KILL IT 
BMBDRP. X (ELSE, BET 



I CHECK 

( 

CHKDRP 



aOINQR 
TRYDRP 



CHKTRS 
DROPIT 



DRPRDCK 
DSTYCNT 



STA 
LDY 
LDA 
STA 
DEY 
BPL 
TXA 
ASL 
TAY 
LDA 
CLC 
ADC 
STA 
STA 
LDA 
SEC 
SBC 
STA 
DEX 
BMI 
JMP 



SCRPTR ( THE BOMB 
•S 

CHARa+96,Y 
(SCRPTR) ;y 

SETBOnB 

(SET Y TO INDEX 
A ( THE SOUND RESS 

HOLDIT (UPDATE SOUND 
( OF DROPPINB 
DRPFREa,X ( BOMB 
DRPFRE(3, X 
AUDFl , Y 
#*AB 

HOLDIT 
AUDCl , Y 

(RESET INDEX 
DOPLMV ( IF BOTH NOT 
BMBNLOP ( DONE, DO NEXT 



>. DROP BOMBS 



LDA 
BEQ 
TXA 
CLC 
SBC 
BNE 
LDA 
BMI 
LDA 
CMP 
BCC 
BCS 
LDA 
CMP 
BCS 
LDA 
AND 
BEQ 
BNE 
LDA 
BNE 
LDA 
CLC 
ADC 
STA 
LDA 
STA 
STA 
INC 
LDA 
STA 
BNE 

STA 
JSR 
LDA 
BEQ 
DEC 
DEC 
EOR 
STA 
LSR 
LSR 
LSR 
LSR 
EOR 
STA 
LDA 
CMP 
BEQ 
JMP 
LDA 
BNE 
LDA 
BNE 
JMP 
LDA 
CMP 
BNE 
LDA 
BTA 
STA 
STA 
LDA 
CMP 
BEQ 
LDA 
STA 
STA 
LDA 
AND 
BEQ 
JMP 
LDA 
STA 
LDA 
STA 
LDA 
CLC 
ADC 
STA 
LDA 
ADC 
STA 
LDY 
LDA 
BEQ 
TAX 
LDY 
LDA 
BNE 
TXA 
STA 
LDY 
TYA 
STA 
LDA 
SEC 
SBC 
STA 



BOMBS, X 
DONXBMB 



PLAYERS 

CHKTRS 

DIR 

BOINGR 

PLYRX,X 

«»44 

DONXBMB 

TRYDRP 

PLYRX,X 

»»BB 

DONXBMB 

RANDOM 

«ts 

DROPIT 

DONXBMB 

TRIBB.X 

DONXBMB 

PLYRY,X 

•a 

BMBDRP, X 

•a 

DRPRATE, 
RCKHIT, X 
BRUN. X 
#30 

DRPFREQ 
DONXBMB 



( IF NO BOMBS LEFT 

( THEN DO NEXT 

(IF NOT THE 

( COMPUTER, CHECK 

( TRIQQER 

[IT'S PLAYER! 

tBOINQ LEFT? 

I NO! 

I BET COMPUTER X 

(TOO FAR LEFT? 

(YES! 

(NO. TRY DROP! 

(QET COMP. X 

(TOO FAR RISHT? 

(YES! 

(COMPUTER DROPS 

( A BOMB IP 

( RANDOM SAYS TO 

(ELSE DO NEXT 

(TRia PUSHED? 

( NO, DO NEXT 

[DROP: SET 

[ BOMB Y TO 

( PLAYER Y+a 

(CLEAR DROP RATE 

( AND ROCKS HIT 
(UP BOMBS DROPPED 
[SET THE SOUND 
X I FLAQ 
(AND DO NEXT 



HtTCLR [CLEAR HITS 

MOVEPLR (MOVE PLAYERS 

EXPLODE (EXPLOSION BOINQ? 

CKR3TRT ( NO, SKIP 

EXPLODE (UPDATE EXPLOSION 

EXPLODE ( SOUND 

#«F0 

AUDF3 

A 

A 

A 

A 

#»8F 

AUDC3 

CONSOL (ANY CONSOLE 

#7 ( BUTTONS PUSHED? 

CKNSCR [IF YEB, THEN 

RESTART [ RE-START 

ROCKS |# OF ROCKS LEFT 

CHKPAU3 ( - ZERO? 

RQCKS+I (IF YES, THEN 

CHKPAUS ( SET UP A 

NEW8CRN ( NEW SCREEN 

(SPACEBAR PRESSED? 



BCS NOVER 

DEC SCRPTR+I 
NOVER DEC YCOUNT (LAST ROW DONE? 

BMI DONXCOL ( YES, DO NEXT COL 
DONXRCK LDA SCRPTR (SO U^ ONE 

SEC [ ROW 

SBC #*2S 

STA SCRPTR 

BCS N0VER2 

DEC SCRPTR+1 
N0VER2 DEC YCOUNT (LAST ROW DONE? 
.,^.,»„„, 2^'- RKZDRP [ YES, DO NEXT COL 
DONXCOL DEC XCOUNT (LAST COL DONE? 

BPL DSTYCNT ( NO, DO NEXT 

JMP BMBLOOP (DO fiOMBS AGAIN 
I 

( MOVE PLAYER, CHECK FOR LEAVING 
( SCREEN, END BAME CHECK, SWITCH 
I SHIP TYPES 
( 
NQVEPLR LDA 0N3CR I IF NOT ON 

BNE ADDCLOK ( SCREEN, SET BOUND 

LDA MASK ( AND PLAYERS 

CMP #3 [BALLOON? 

BEQ STBL8ND I YES, DO THAT 

LDA #»96 (SET PLANE SOUND 

STA AUDF4 

LDA *»24 

STA AUDC4 

BNE ADDCLOK 
STBLSND LDA #0 

8TA AUDF4 

LDA »Z 

STA AUDC4 

LDX #1 
8TBLN8 LDA PLYRY,^X 

STA SCRPTR 

TXA 

ADC » >PL0 

STA SCRPTR+1 

LDY #13 

SETBALN LDA CHARS+80,Y 

STA (3CRPTR).Y 

DEY 

BPL SETBALN 

DEX 

BPL 8TBLNS 

ADDCLOK INC CLOCK 

LDA CLOCK 

AND MASK 

BNE DODELAY 

LDA PLYRX 

ADC DIR 

STA PLYRX 

8TA HPOSPa 

STA HP0SP2 

LDA DIR 

EOR »»FE 

ADC PLYRX+1 

STA PLYRX+1 

STA HP03P1 

STA HPDaP3 

LDA MASK 

CMP #1 



I & BOTO CLOCK ADD 
(SET WIND SOUND 



ISET BALLOON 



(ADD TO CLOCK 
I IF CLOCK AND 
( MASKOa THEN 
( DON'T MOVE 
(MOVE THE PLAYERS 
(FIRST PLAYER 1 



(THEN PLAYER 2 



CH 
#33 

CKDRRCK [NO 
#0 



I IF ON PLANES 
( THEN CHECK IF 

BNE DODELAY ( TIME TO ANIMATE 

LDA CLOCK ( PROPS 

AND #2 

BEQ DODELAY (NO. 

LDA DIR 

STA TDIR 

LDX »l 

LDA PLYRY.X 

STA SCRPTR 

TXA 

ADC • >PL0 
STA 3CRPTR+1 

LDA CLOCK (GET IMA8E INDEX 
[ FROM CLOCK 



,,.^. SKIP THIS 

(3ET TEMP DIR 

( (WILL BE KILLED) 

(SET POINTER 
I TO PLAYER 



..„, CONTINUE 
,YES, PAUSE BAME 
(TURN OFF MAIN 
( SOUNDS 

(WAIT FOR STICK 
( MOVEMENT 

(RESET CH FOR 
[ ANOTHER PAUSE 

(TIME TO DROP 
i SUSPENDED 
ROCKS? 



AUDCl 

AUDC2 

AUDC3 

PORTA 

#»FF 

HLDPTRN 

#»FF 

CH 

CHI 

CLOCK 

#13 

DRPRQCK 

BMBLOOP (NO, DO BOMBS 

#39 — -- 

XCOUNT 

#S 

YCOUNT 



(SET COLUMN TO 39 



(ROW TO 8 

(AND SET POINTER 

# <tCANYDN+3&0] ( TO XCOUNT 

I PLUS CANYON 
XCOUNT I START 
SCRPTR 

* >CCANYON+360: 
#0 

SCRPTR+1 

#0 (ROCK FALL LOOP: 

(SCRPTR), Y (NQTHINQ THERE 
DONXRCK i THEN TRY NEXT UP 

(ELSE HOLD IT 
»»ZS ( & LOOK UNDERNEATH 

(SCRPTR) , Y 

DONXRCK (NOT BLANK-DO NEXT 
(BLANK, MOVE ROCK 

(SCRPTR), Y ( ABOVE DOWN 
#0 

(SCRPTR) , Y 

SCRPTR i & GO UP ONE 

( SO WHOLE COLUMN 
»»ZS ( WON'T FALL AT 
SCRPTR I ONCE 



DODELAY 

DELAYl 

DELAYZ 



AND #4 

ASL A 

STA HOLDIT 

LDA TDIR 

AND »»10 

ADC HOLDIT 

8TX HOLDIT 

TAX 

LDY #0 

LDA CHARS+4S,X 

3TA (3CRPTR) ,Y 

INX 

INY 

CPY #3 

BNE ANISET 

LDA TDIR 

EOR #«FE 

STA TDIR 

LDX HOLDIT 

DEX 

BPL ANILODP 

LDX #13 

LDY DELYVAL 

DEY 

BNE DELAY2 

DEX 

BNE DELAY! 

LDA #1 

STA ONSCR 

LDA PLYRX 

CMP #44 

BEQ 0FF3CR 

CMP #204 

BNE MPQDBAK (IF ON 

LDA #0 

STA AUDC3 

STA AUDC4 

STA EXPLODE 

STA ONSCR 

LDX #1 

LDA BMBDRP, X (IF A BOMB IS 

BED CKBRN ( IN THE AIR. AND 



) AND HOLD IT 

(GET DIRECTION 

I INDEX FROM 

I DIR 

IV ADD -EM TO GET 

I INDEX. 

I SAVE PLAYER » 

ISET PLAYER 



(REVERSE TDIR 



(GET PLAYER » 

I «( ANIMATE NEXT 

(WAIT FOR A 

i WHILE TO MAKE 

1 GAME PLAYABLE 



I PLAYERS ARE NOW 
I ON SCREEN 
(BUT CHECK TO 
I SEE IF THEY 
I AREN'T 



RETURN 
(ELSE, TURN OFF 
I EXPLOSIONS AND 
I BKG BOUND 

(SET ONSCR FALSE 



ANALOG COMPUTING 



MAY 1985 / PAGE 63 



^^ 



Boulder Bombers coiuinued 



CKBRN 
CKNBR 



nPGOBAK 

I 

ENDBAne 



wAiTa 

MAITl 
WA1T2 



LDA 
8NE 
JSR 
LDA 
BNE 
.J8R 
DEX 
BPU 
JSR 
LDX 
LDA 
CLC 
ADC 
ADC 
BED 
LDA 
EOR 
STA 
LDX 
LDY 
3TX 
STY 
LDA 
STA 
LDA 
BNE 
LDA 
CMP 

Bca 

LDA 
STA 
LDA 
9TA 
RTS 

PLA 
PLA 
LDA 
STA 
LDX 
LDY 
LDA 
CMP 
BNE 
DEY 
BNE 
DEX 
BNE 
DEC 
BPL 
JMP 



RCKHIT, ) 
CKBRN 
LWRHISS 
BRUN, X 
CKNBR 

LWRMiaa 

CHKBR 
PMCLR 
PLAYERS 
BQMB3 

BOnBB.X 
PLAY 
ENDSAME 
DIR 

• •FE 
DIR 
PLYRY 
PLYRY+l 
PLYRY-H 
PLYRY 
«3 

CLOCK 
ROCKS+1 
MPBOBAK 
ROCKS 

• 149 
MPQOBAK 

• 1 

MASK 
*4 
RKILL 



1)8 
HOLDIT 

• •FF 
»»FF 
C0N30L 

• 7 
ENDBOBK 

WAIT2 

WAITl 
HOLDIT 
WAITZ 
RESTART 



I IT HASN'T HIT 
I ANYTHINO YET, 
I IT'S A MISS 
I IF NO BOMBS 
I DROPPED THIS 
) PASS, IT'S A MISS 



I CLEAR OUT PLAYERS 
I IF THE ACTUAL 
( PLAYERS HAVE 
I NO MORE BOMBS, 
I AND WE'RE ON A 
I SAME, END IT 

I REVERSE DIRECTION 



■CHANGE PLAYER 
f LANES 



I RESET CLOCK 

I IF HALF OF THE 
> ROCKS ARE aONE 
I THEN SWITCH 
I TO PLANES 
lELSE RETURN 
SSET MOVE RATE 
I MASK 

(PLANE BOMBS SET 
I MAX OF 4 ROCKS 
I RETURN 

JBET RID OF 
) RETURN ADDRESS 
I DO DELAY BO 
( THE PLAYERS 
I CAN SEE THE 
I FINAL SCORE 
I (END DELAY 
I EARLY WITH 
I CDNSOL KEY) 



!S0 TITLE SCREEN 



SET CANYON SCREEN IMAQE 



» 
I 

SETSCRN 
8ETSC1 




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LDY (te (COPY ROCKS ti 

LDA RQCKIMB.Y I CANYON TO 

STA CANYDN+4B,Y ( SCREEN 

INY 

BNE SETSCl 

LDY «t43 

LDA ROCKIMStzaS. Y 

STA CANY0N-t-2V3,Y 

DEY 

BNE SETaC2 

RTS I RETURN 



LOWER NUMBER OF BOMBS LEFT 

IRMISS LDA BOMBS. X I IF ALREADY 

BED LWMBOBK I ZERO, EXIT 

DEC BOMBS, X I LOWER BOMBS 

LDA BOMBB.X I IF AT LEAST 



LEFT, RETURN 



CMP »3 

BCB LWMBOBK 

CLC lOET INDEX FOR 

ADC SCRNDX.X I SCREEN TO 

TAY 1 ERASE BOMB 

LDA »e 

STA B0MB1-3,Y 
LWMSOBK RTS 1 RETURN 

I 

CLEAR PLAYERS, BOMB Y POSITIONS, 
BOMBS DROPPED THIS PASS, AND 
TURN OFF BOMB SOUNDS 



I 

I 
I 
I 

PMCLR 



LDA »t 

TAY 

STA PLB.Y 

STA PLl , Y 

STA PL2 Y 

STA PL3,Y 

DEY 

BNE PMCLOOP 

STA 8MBDRP 

STA BMBDRP+l 

STA BRUN 

STA BRUN+1 

STA AUDCl 

STA AUDC2 

RTS 



I CLEAR ALL 
I PLAYERS 



1 CLEAR BOMB Y 

I POSITION 
I >< BOMBS DROP 
I THIS PASS 
I TURN OFF BOMB 
I FALL SOUNDS 



PLAYER 2/COMPUTER MESSABEB 



CIRCLE #117 ON READER SERVICE CARD 



J 



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P2C0MPT .SBYTE +»8e, "RETUPM0C2 REYALP" 

! 

) Miac DATA 

? 

3CRNDX .BYTE 3, 13 

MASKS .BYTE 1,3 

I 

) TITLE SCREEN DISPLAY LIST 

! 

DLISTl .BYTE »70, «7«l, »7a, »46 

.WORD QAME 

.BYTE ♦70,»7B,»7B,»7B,«70 

.BYTE »7ei,»7e,«70, »70,»'t4 

.WORD CANYON+40 

.BYTE 4, 4, 4, 4, 4, 4, 4, 4, 4, »47 

.WORD TITLE 

.BYTE 6.ft,»41 

.WORD DLISTl 
I 

! GAME DISPLAY LIST 
I 
DLI8T2 .BYTE »7e, «70 , »7», »70 

.BYTE »7a, »7B, •70,«7»,»70 

.BYTE «70,»70,»70,»70, »44 

.WORD CANYaN'r40 

.BYTE 4,4, 4, 4,4,4,4,4,4, »44 

. WORD SAME 

.BYTE »70,4,i,»41 

.WORD DLISTi 



.SBYTE +»a0," boulder " 
.SBYTE ■^»80, " bomber* 
.SBYTE " by mjirk prlca 
.SBYTE " PLAYERS! " 
.BYTE (l 1 ,0,0,0,0,0 



I BOTTOM OF SAME SCREEN 



.SBYTE 
. SBYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 

.BYTE e'e 



HIGH: " 
a PLAYER 1 

,0,e,0,0,0,»,a,0 
,0 

0,0 



OAME 

HISCOR 

P2M8a 

SCOREl 

BDMBl 

aCDRE2 

B0M82 

? 

! DATA FOR CANYON 

( 

RQCKIMG .BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
. BYTE •85, 1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,11,1,1, »83 
.BYTE »84,»83, 1, 1, 1, 1 , 1 , 1 , 1 , 1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1,1,1,1,1,1,1,1,1,1 
.BYTE 1, 1, 1 1, 1, 1, 1 l,»a4,»83 
.BYTE »84,»83,2, 2,2,2, 2, 2,2,2 
.BYTE 2,2,2,2,2,2,2,2 2,2 
.BYTE 2,2,2,2,2,2,2,2,2,2 
-BYTE 2,2,2,2,2,2,2,2,»a4,»83 
.BYTE •B4,»84,»83,2, 2,2, 2,2,2, 2 
.BYTE 2,2,2,2,2,2,2,2,2,2 
.BYTE 2,2,2,2,2,2,2,2,2,2 
.BYTE 2,2,2,2,2,2,2, ♦84, »84, ♦as 
.BYTE •84, ♦84, ♦83, 2, 2,2,2,2,2,2 
.BYTE 2,2,2,2,2,2,2,2,2,2 
.BYTE 2,2,2,2,2,2,2,2.2,2 
.BYTE 2,2,2,2,2,2,2, ♦84, ♦84,^83 
.BYTE ♦84, ♦84, ♦84, ♦83, 3 
.BYTE 3,3,3,3 3,3,3 
.BYTE ♦83,3,3,3,3,3,3,3,3,3,3,3 
.BYTE 3, 3, 3, ♦83, 3, 3, 3, 3, 3,3,3,3 
.BYTE ♦84, ♦84, ♦84, ♦83, ♦84, ♦SA 
.BYTE ♦84,^83,3, 3,3,3 
.BYTE 3,3,3, ♦84, ♦84, ♦83 
.BYTE 3, ♦63, 3, 3, 3, 3 
.BYTE 3, 3, 3, 3, ♦83, 3 
.BYTE ♦84, ♦BA, ♦as, 3, 3, 3 
.BYTE 3, 3, 3, 3,^84, ♦84 
.BYTE ♦84,^83,^84,^84,^a4,^a4 
.BYTE ♦83,3,3,3.3,3 
.BYTE ♦a4,^84,^84,^a4,^84,^84 
.BYTE ♦83,3,3,3,3,3 
.BYTE 3,^84,^a4, ♦84,^a4, ^84 
.BYTE ♦84^»83,3,3,3,3 
.BYTE 3, ♦84, •84, ♦a*, ^84, ♦as 
.BYTE ♦84, ♦84, ♦84, ♦84, ♦84, ♦as 
.BYTE 3, 3, 3, ♦84, ♦84, ♦84 
.BYTE ♦a4,^a4,«84,^a4,^a4,^8S 
.BYTE 3, 3, 3, 3, ♦84,^84 
.BYTE ♦84,^84,^a4,^84,^a4,^84 
.BYTE ♦as, 3, 3, 3, ♦84, ♦84 
.BYTE ♦a4,^84,^a4,^S3 

I 

I CHARACTER SET DATA 

MYCHARS .BYTE • ,9. »,»,«,», 0, B 

.BYTE B*.64,B4,84,Bt.84,B4,« 
.BYTE 168, 16Q, \bQ, 168, l&O, l6B, 16S. 
.BYTE 232, 232, 23 2, 232, 232, 232, 232, » 
.BYTE 233, 233, 233, 233, 233, 233, 233, 233 
.BYTE 232, 232, 232, 232, 232, 232, 232, 232 
.BYTE »,», 1 ,3.63,211,231, 12B 
.BYTE », e, 1 , 131, 171,211 , 126, B 
.BYTE »,B, 128, 192,232,203, 127, 1 
.BYTE B, B, 12B, 173,233,283, 126, B 
.BYTE 6B, 126, 233, 8,233, 233, 126, 6B 
.BYTE 24,36,36,24,24,B,»,B 
.BYTE 16B,64,224,224,224,64,B.B 
.BYTE IBB, 124,36, 124, 124, 12*, 36, 16 

I 

I ON-SCREEN CftNYDN 

I 

CANYON - •♦•B17B 

I 



•- «B2EB 
.WORD INIT 



(RUN ADDREBB 



CIRCLE #118 ON READER SERVICE CARD 



PAGE 64 / MAY 1985 



ANALOG COMPUTING 



LOTSABYTES CONTINUES THE WAR ! 

WAR on high prices < Were going to put an end to the software price ripoff And YOU 
can help ' Just keep those orders coming while you continue to enjoy the quality, 
quantity, selection and low prices that you deserve. Our National Public Domain Copy 
Service will save you time, tedious work, and money. And our exclusive distribution of 
stiarply discounted commercial programs will bring you some of the finest programs for 
the lowest possible price, usually 50% and more off retaiH You continue to get FREE 
BONUSES with each purchase of three or more disks 



PUBLIC DOMAIN SOFTWARE 



#1 

GAMES 

Two full disk 

sides packed 

with over 

25 games 

including some 

Arcade quality. 

$7.95 



#2 
UTILITIES 

25 powerful 

programs to 

help you get 

the most out of 

your Atari 

computer. 

S7.95 



#3 
AMS MUSIC 

25 Advanced 
Musicsystem 
files including 
a new Player 

program. 

2 sides 
$7.95 



#4 
GAMES 

All different > 

14 more 
better games 

on 2 disk 

sides. Some 

Arcade types. 

$7.95 



#5 
EDUCATION 

Loaded with 

28 programs 

on 2 disk sides 

Fun learning 

for the whole 

family. 

$7.95 



#6 
AMS MUSIC 

25 all-time 

favorites 

with a 

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program. 

Two sides. 

S7.95 



#7 
GAMES 

Two disk sides 
packed with 

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great games. 

Some 

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#8 
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17 more 
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#12 
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ADVANCED 
MUSICSYSTEM II 

by LEE ACTOR 
Allows you to create music 
v/ith your Atari computer' 
All new machine code 
" Control over pitch 

duration, envelope 

dynamic level, meter, 

tempo and key. 

* 4 independent voices 

* 5\ octaves per voice 

* Save up to 8200 notes 

* Custom DOS 

* FULL instructions 

* 24K disk 
Originally S29.95 Only $14.95 

ORIGINAL ADVENTURE 

by Bob Howell 

For all Atari computers. 

The Original 

Colossal Cave 

Adventure faithfully 

reproduced from the 

'main-frames' 

This IS the one 

that launched the whole 

Adventure craze of today 

* Two mazes 

* 130 rooms 

* Deadly Dragons 

■ Nasty Dwarves 
' Tenacious Troll 

■ The Pirate & More! 

■ 86 coded hints 
■SAVE'RESUME 

* 40K disk or 32K tape 
Originally S24.95 Only $14.95 




QUALITY WORD PROCESSING 

ESI WRITER! At last a brand-new Word Processor 
that has more features and is easier to use than 
anything else available for the Atari. Easy for the 
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the answers. ESI WRITER is so sophisticated that it 
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mention ! Works with ANY Atari 

* Reads any text file * Built in Help screen 
' Very fast I * Works with ANY printer 

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* Every printer feature * DISK ONLY (Any Atari) 

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* Over 50 pages of docs and tutorials 
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MUSIC MAJOR! 



Learn the basics of music with this light- 
hearted but very thorough approach. 
Covering such topics as note recognition, 
key signatures, note counting, and much 
more, it is designed for use by both the 
individual student and music class. 
This program includes a thoroughly 
illustrated manual and offers a QUIZ 
MASTER utility that allows the teacher or 
the self-taught student to create their own 
A-B-C-D type tests, with a sample quiz 
included. 
Originally S39.95 Only S 14.95 



GREAT GAMES! 

SPACE GAMES; Three games for one low 
price'. In Aliens you can't get them all and 
the pace keeps getting faster When you 
do gel rid of most of them, you are left in a 
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you Survive'' II you do, you must 
penetrate the alien's spaceship, survive a 
Robot Attack, and get back your stolen 
cloaking' device' Interested? 
S24.95 hsl LotsaBytes price: $9.95 

THE BEAN MACHINE by Steve Robinson 
IS an Award Winning Arcade game that 
will drive you crazy balancing a series of 
beams while trying to get all the beans to 
roll down, without touching, all the while 
avoiding 'strange creatures' who drop in 
to steal the beans. It's addicting! 
524,95 list LotsaBytes price: $9.95 

DIGGERBONK, another Award Winning 
game by Steve Robinson, challenges you 
to find your way through a continuously 
scrolling maze while avoiding some really 
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need to Bonk some of them, but watch out 
for the bombs. 

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GUESS WHAT'S COMING TO DINNER 

lets you try to manuever a snake through 7 
levels if you can keep it from starving or 
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or two players. 
S24.95 list LotsaBytes price: S9.95 



CREATIVE LEARNING 
ADVENTURES 

Ages 4 to 10 — Disl< only 

1. Hours of educational fun playing 3 
exciting creative adventures with a 
friendly alien learning about our planet 
Earth Hand/eye co-ordination, drawing, 
and music skills are emphasized. 
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hand/eye co-ordination, logic, spatial, 
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LotsaBytes 



Full lOO"., Replacement guarantee, Any disk found to be detective will be replaced tree and we will also refund 
your return postage. All orders shipped by Frrst Class U.S. Mail. Add SI .95 s flipping and liandlJng for 1 to 5 disks. 
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15445 Ventura Blvd., Suite 10H, Sherman Oaks, CA 91413 

Ar.iii i> III.. i.n]isl.-M.il It.lflrltl.ltk ut Al,)ti Corp 

CIRCLE #122 ON READER SERVICE CARD 



REVIEW 






TAX COMMAND 

PRACTICAL PROGRAMS, INC. 

625 N. Milwaukee St., Suite 210 

P.O. Box 93104 

Milwaukee, Wl 53203 

16K Cassette or Disk $24.95 

by Karl E. Wiegers 

Preparing tax retm-ns isn't most peo- 
ple's idea of a great hobby. The good 
news is that there are several tax prepa- 
ration programs for the Atari on the mar- 
ket. The bad news is that you get what 
you pay for, and sometimes you'll wish 
you had paid a little more. Tax Com- 
mand is one of the less expensive tax 
programs available, and while it does ac- 
celerate the completion of your Federal 
tax return, it has some limitations. 

My individual income tax return is 
fairly involved, with itemized deduc- 
tions and dividend income, some capi- 
tal gains and the continual hope of a tax 
break, thanks to income averaging. I got 
Tax Command hoping it would speed 
up the lengthy computations involved 
with income averaging, making it easy 
to add new deductions if I discovered 
them after the initial pass through the 
program. These expectations were only 
partially realized. 

Tax Command for the Atari comes in 
two different versions. The older version 
is obtainable on cassette or disk and is 
designed for 16K computers. I regard 
this program as a barely adequate tax 
preparation tool. It lacks the ability to 
store data on the tape or disk for addi- 
tional future processing, and it cannot 
provide any printouts of your results. 

Essentially, all this version does is 
arithmetic. The new program requires 
at least 40K of RAM and is considerably 
more useful. Program files for both ver- 
sions are present on the single cassette 
or disk you get when you purchase Tax 
Command. Both are written in Atari 
BASIC. 

Tax Command cornes with a 16-page, 
typeset user's guide, with a table of con- 
tents and index. The program is availa- 
ble for seven models of home computer 
besides the Atari, and the user's manu- 
al comes in the "one size fits all" cate- 



gory. Little information in it pertains 
specifically to the Atari version. How- 
ever, the general procedures described 
for entering data and performing calcu- 
lations are useful. 

A sample set of mythical financial in- 
formation is supplied with instructions, 
to use for practice before you tackle your 
own return. Instructions for the more 
sophisticated, long version of Tax Com- 
mand do not appear in the user's guide. 
The input prompts in the program itself 
are very cryptic, so it will help to keep 
your tax forms in front of you. 

Data is entered through a series of me- 
nus pertaining to different sections of 
Form 1040 and other schedules. The 
lines in each menu are labeled with the 
line number to which they correspond 
on Form 1040. 

One character per line is highlighted 
in inverse video. To select a menu op- 
tion, simply press the key correspond- 
ing to the highlighted letter You can 
then enter numeric information such as 
salaries, medical deductions, and so on. 

The main menu lets you move to sub- 
menus for making different kinds of en- 
tries, so changes are readily made if you 
uncover a new deduction or get a late 
W-2 statement. Movement among menus 
is very easy and rapid. 

Some options, such as "other income" 
or "tax payments," involve lists of items. 
Numbers must be entered for all items 
in a list, even if the entry is zero, as al- 
ready shown on the screen. Changing 
an entry here involves retyping all items 
in the list. If you just press RETURN at 
unchanged items to try to save time, 
you'll see a reminder to enter only nu- 
meric values. To my irritation, this mes- 
sage remained on the screen for nearly 
ten seconds. 

As you make entries in the various 
displays, the dollar (and cents) values ai-e 



The Jines in each 
menu are labeled 
with the line 
number to which 
they correspond 
on Form 1040. 



shown on the the menu lines. Changes 
are immediately reflected in new total 
amounts. You can calculate your tax due 
at any time with a couple of keystrokes. 

The main menu in the long version al- 
lows you to save youi' data on disk or re- 
trieve a stored file for additional pro- 
cessing. Only one data file can be stored 
on each disk, so tell all your friends to 
bring their own data disks. 

Users of the short form are out of luck: 
no storage of intermediate results is pos- 
sible. This is a major limitation in the 
short version of Tax Command. 

Something odd happens if an error 
occurs during the data save step. A dis- 
play asking if the drive is on and the 
data disk is in appears, erases and re- 
appears no less than forty times! Twice 
would have been sufficient. Other than 
this, error trapping in Tax Command is 
quite good. There is no apparent way to 
exit from the program short of pressing 
the BREAK key 

Another main menu option allows 
you to print your results. This produces 
a very simple one-page printout show- 
ing Form 1040 line numbers, short line 
descriptions and the numeric values to 
be filled in on your Form 1040. 

Due to a small bug in the program, the 
line which should show your refund due 



PAGE 66 / MAY 1985 



ANALOG COMPUTING 




°4 Review continued 



doesn't appear on the printout. As with 
all inexpensive tax return programs, 
these numbers must be entered manu- 
ally onto your own tax forms. 

No itemizations are provided for any 
other schedules, another limitation of 
Tax Command. Individual subtotals for 
Schedule A (itemized deductions), such 
as medical, taxes, interest, etc., are dis- 
played on the computer screen but not 
on the printed report. 

Income averaging is a nice way to try 
to reduce the amount of Federal tax you 
owe. At least, it's usually worth check- 
ing to see if it makes a difference. Tax 
Command lets you enter the income 
from your four base years [again, the 
prompts are so abbreviated that you 
really have to know what you're doing) 
and, in just a few seconds, calculates 
your averageable income and the tax due 
using income averaging. 

Still, no intermediate calculations, 
which must be entered on Schedule G 
to satisfy the IRS, are shown. Therefore, 



if you do income average, you must per- 
form the computations by hand to get 
these necessary intermediate results. 
This practically negates the benefit of 
having the computer carry out tlie math, 
except to see if income averaging will 
reduce your tax liability. 

As with virtually all tax preparation 
programs for home computers, Tax Com- 
mand does not supply tax advice or in- 
formation about tax laws. On the plus 
side, the purchase price is tax deduc- 
tible. 

In suiumary, Tax Command's long 
form is a useful aid for the preparation 
of your Federal income tax return if you 
have a disk drive and at least 40K or 
RAM in your Atari. The 16K version is 
too limited to be of much use, unless 
yoLU- tax return is so simple that it's eas- 
ily done by hand anyway. 

The program is easy to use, although 
the user's manual provides little assis- 
tance. Data entry is rapid, and the tax 
calculations take only a few seconds. 



,.;^JiS&SSS«S»- 



K; 




YOU CANT TELL 

A DISK DRIVE 

BY ITS COVER!! 



The result for my 1983 tax due came out 
$2 off the result 1 got using another, 
more expensive tax program, but I'm not 
sure which is in error. 

With a little more attention to detail 
and utility, this could be a fine tax pre- 
jDaration program. However, I don't re- 
commend Tax Command for anyone 
who uses income averaging or wants a 
printed itemization of data for schedules 
besides the basic Form 1040. 

In those cases, a program like the Tax 
Advantage from Continental is a better 
choice, although close to three times the 
list price of Tax Command. Remember, 
you get what you pay for. D 

With his B.S., M.S. and Ph.D. degrees 
in chemistry, KarJ E. Wiegers is a Sen- 
ior Research Chemist at Eastman Kodak 
Company. He has worked with main- 
frame and microcomputers for fourteen 
years and has written for several com- 
puter magazines, with a number of ap- 
plications programs pubh'shed. 




WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE 
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER 

WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER 

HAPPY BACKUP — Easy to use backup of even the most heavily proiected disks 

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WARP SPEED DOS - Improved Atari DOS 2. OS with WARP SPEED reading & writing 

SECTOR COPIER — Whole disk read, write and verify in 105 seconds 

1050 ENHANCEMENT — Supports single, 1050 double, and true double density 

810 ENHANCEMENT - Supports single density 

SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 version witii the HAPPY BACKUP PROGRAM 
plus the multi drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS plus the 
HAPPY SECTOR COPY, all with WARP DRIVE SPEED, including our diagnostic, a $350.00 value for only $249.95. for a limited time only! 
Price includes shipping by air mail to U.S.A. and Canada, Foreign orders add $10.00 and send an international money order payable through 'a 
U.S.A. bank. California orders add $15.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require 
2-3 weeks to clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other 
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT, 
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers 
now throughout the world, call for the number of the dealer closest to you. ATARI is a registered nadcmarli of Aiari Compuicr inc. 



HAPPY COMPUTERS, INC. 



p. O. Box 1268 



Morgan Hill, California 95037 



(408) 779-3830 



CIRCLE #120 ON READER SERVICE CARD 



ANALOG COMPUTING 



MAY 1985 / PAGE 67 



New LOW Price - complete! 

INDUS GT 
$249.95 



OKIMATE 10 $149.95 

MPP MICROPRINT $49.95 

MPPUSO $58.95 

MPP 1000E MODEM $118.95 

VCLKSMODEM 12 $229.95 

KOALA PAD $59.95 

BASIC XL $59.95 

THE WRITER'S TOOL $79.95 

SYNFILE or SYNCALC $39.95 

HOMEPAK $34.95 

MINER 2049ER $9.95 

BOUNTY BOB STRIKES BACK .... $29.95 
BANK STREET MUSICWRITER . . . $59.95 

CRUSADE IN EUROPE $29.95 

DECISION IN THE DESERT $29.95 

F-15 STRIKE EAGLE $22.95 

AIR RESCUE I $22.95 

ULTIMA III $37.95 

RETURN OF HERACLES $24.95 

UNIVERSE $69.95 

WOMBATS I (parody adventure) . $22.95 
BOOK OF ADVENTURE GAMES. $17.95 
INFOCOM HINT BOOKS $6.95 

Please add S2.50 shipping (S4.50 outside USA) 
California residents add 6%. 



COMPUTER GAMES + 

Box 6144 
ORANGE CA 92667 
(714) 639-8189. i 



CIRCLE #121 ON READER SERVICE CARD 



BREAKS? 

Fast, Reliable Repair 

for Atari 810 & 1050 

Disk Drives 



■ 3 Day Turnaround 

■ 90 Day Warranty 

■ $85 Flat Rate with 
Repairable Exchange 

■ Spare Parts Available 

Dealers — Special Rates Available 
Ask about Express Expedite 

Add $10 shipping & handling. 
Check, MO, Visa, MC 

MPS 

The Disk Drive Specialists 

(916) 786-6550 



Call 8:00-5:00 Pacific Time 



CIRCLE #124 ON READER SERVICE CARD 




LEISUREWftRE™ 


The new fttari-onlu 


Magazine on disk. 


(fitK multi-person 


reviews, exciting 


colunns on Action'^" 


Basic and flssewfaly. 


Tips for experts or 


beginner. Why buy 


old public doMain 


software, when you 


can get a disk with 


new and original 


software each and 


every wonth. Each 


great issue comes 


on a two-sided disk 


filled with sone of 


the best software 


around an* it cost 


just SB per issue. 
Try one issue, you 
will love it! ROM 


the Canadian Atari 


Magazine is only S2 


MM residents please 


add tax plus Si for 


shipping. Out of 


state add S2 . Send 


a SASE or call our 


BBS for information 



Lvailable only frow 
ACTIVE COHPOTER 

EttTERPRlSES 
(5051 S24-1390 
PO Box 412 
Las Cruces HM 88004 



CIRCLE #122 ON READER SERVICE CARD 



ATARI HARDWARE / SOFTWARE 

810 Disk Drives $265 (7) 

810 Disk Drive Kits $240 (7) 

810 Happy Enhancement $185 (4) 

1050 Happy Enhancement $185 (4) 

810 Analog Upgrade Kit $ 37 (3) 

850 Interface Module $125 (7) 
Atari 800 Computer Kits 

48K Electronics $100 (7) 

Atari 400 Computer Kit $ 47 (5) 

800 OS lOK ROM 'B' Board $ 17 (2) 

CPU 'GTIA- Board $ 18 (2) 

16K Memory Board $ 19 (2) 

400/800/810/850 Power Adapter $ 15 (3) 

I/O Data Cable, 6' $ 12 (2) 

13 pin I/O Plug Kit (cable end) $ 3 (1) 

13 pin 1/0 Jack (Port) $ 3 (1) 

Atari Joystick (standard) $ 5 (2) 

Atari Paddles (set) $ 8 (2) 
All types of other boards and parts are available! 



Atari Microsoft Basic II 

Cartridge w/manual $ 27 (3) 

Atari Pilot, Cart, w/manual $ 22 (3) 

Atari Basic Cartridge Kit $ 15 (3) 

Atari Assembler/Editor Cart. Kit $ 15 (3) 



Ordering Information; All boards listed are complete 
with all parts and are fully guaranteed. UPS shipping 
charges are shown in brackets next to the price. Ship- 
ping charges must be included with all orders. Orders 
may be placed by phone using your VISA or Master- 
Card, or you may mail your orcier in with a check or 
money order. Hurry, some supplies are limited. 

CALL OR WRITE FOR FREE 
CATALOG!!! 



CENTURIAN ENTERPRISES 

(805) 544-6616 

Post Office Box 3233 

San Luis Obispo, CA 93403-3233 



Sales Office: 890 Monterey Street 
Suite B, SLO, CA 93401 



LOW COST 

HOME SOFTWARE 

GIVE YOUR COMPUTER SOMETHING 
TO THINK ABOUT ! 




HOME OFFICE 

Word Processor 
Data Base/ Mail List 

RECREATION 

Orbiting Body 
Color War 
Connectr 
many others 



SING-A-LONG 

Enter & Play Music 
Display Lyrics & Graphics 

UTILITIES 

Online Terminal 
Sector Copier 
DOS with BASIC 
many more 




Diskettes for ATARI 400,800,XL,XE 
Includes instructions & documentation. 

$ 8.95 Each 1st Class 

All 4 for 29.95 U.S. Delivery 

Please add 1 .75 for postage & handling 



MISTY MOUNTAIN SOFTWARE 

P.O.BOX 523 
LITTLETON , CO 80162 




CIRCLE #123 ON READER SERVICE CARD 



NEED HELP? 



Use Handicards! 

Quick Reference Instructions 
for Atari Programs 




CIRCLE #125 ON READER SERVICE CARD 



• Organized commands 

• Easy to read 

• Durable plastic (11" x 4 1/4") 

• Use on or off computer 

Now available for: 
ATARIWRITER- 
Beginning BASIC 

(with Error Codes) 

Only $8.95 ea. postpaid 

(NY residents add sales tax) 
'Trademark of Alan Corp. 



Handi Publishing Inc. 

P.O. Box 453 

Ardsley, NY 10502 



CIRCLE #126 ON READER SERVICE CARD 



PANAK 
STRIKES! 

Reviews of the latest 
softivare 



by Steve Panak 



I just finished my latest battery of 
games. As so often before, they were slid 
under the giant wooden door, alongside 
some lukewarm water and black, moldy 
bread. It's very cold here. . .dark and 
damp. But at least now I get some light, 
even if only from the cathode ray tube 
implanted in the dank dungeon wall. 
Sometimes I think I see things in the 
pitch black emptiness of my cell. The 
tube is so much less terrifying. 

REALM OF IMPOSSIBILITY 
by Mike Edwards 
ELECTRONIC ARTS 
2755 Campus Drive 
San Mateo, CA 94403 
48K Disk $35.00 

Did you ever have a nightmare where 
you were running from a terror so blood- 
curdling that your frenzied mind would 
not allow it around that last corner? 
Well, I have, when I'm lucky. The Realm 
of Impossibility is a return to those hap- 
pier times, but it is merciless, allowing 
your antagonist — much to your horror 
— around that last bend. 

The evil cleric Wistrik has stolen the 
seven crowns of the Middle Kingdom, 
hiding them in his vast network of dun- 
geons. As you may now have surmised, 
you must set foot in the caves, face the 
peril, find the crowns, and flee with 
your Ufe (and don't forget the crowns). 




At the start of a 
romrd, you enter any 
of 13 dungeons. Sortie 
ai'e locked and cannot be 
entered without the key 
secreted in another While 
129 rooms may sound im- 
pressive, the dmigeons them- 
selves are similar, and after the 
first couple, there are few sur 
prises. It's just in and (if you can 
survive) out. Also disappointin 
was the predictability. The dimgeons 
did not form a maze, having only one 
obvious way in and out. I could never 
get lost, one of my favorite nightmares. 

Indeed, the action is fast and furious, 
and you're never able to stop and catch 
your breath. Just run, run, run; drop- 
ping crosses to repel the evil creatures 
chasing you. Like vampires, they ai'e un- 
able to pass over the crosses; but, alas, 
the crosses evaporate in only four sec- 
onds, so hurry. 

You also have, from infrequent time 
to time, one of three spells to thwart 
your antagonists. CONFUSE won't help 
you much, but PROTECT and FREEZE 
are mighty effective. That's if you can 



successfully cast the spell. 

Your problem is that you must be per- 
fectly immobile to cast your spell, and 
in this game you can't afford to stand 
still loo often, or for very long. If you 
don't believe me, just ask the spider 
who is stomping on your still and 
lifeless body. However, this wasn't 
my only difficulty with Realm. 
I wanted to zap those zombies 
and slaughter those spiders. Lay- 
ing down crosses and rumiing was 
just too good for them. I wanted a weap- 
on. A rapid fire laser cannon. Anything. 
Probably the similarity to Bezerk got to 
me. The spells were impotent. I was 
never able to destroy my adversaries — 
my best hope was a temporary escape 
from their relentless attacks. 

The one-player game is standard fare, 
but the two-player mode has a few sur- 
prises. You and your partner must co- 
operate, rather than oppose each other 
To make it more entertaining, only to- 
gether can you leave the dungeon, and 
trying to leave your former friend be- 
hind will only strand you at an invisible 
barrier, where you'll quickly be sur- 
rounded by spiders. 



ANALOG COMPUTING 



MAY 1985 / PAGE 69 



53 



PANAK STRIKES! co,rtmued 



These spiders have only one thing on 
their minds. . .and it's not your heaUh. 
When this happens, wait for your com- 
panion — or dash back and revive him, 
if dead — then, perhaps, you can both 
escape, but I doubt it. Four levels of dif- 
ficulty keep the challenge fresh. 




Realm of Impossibility. 

There is no manual; instead, a pre- 
game option displays the instructions on 
the screen. Using the space bar, you 
page through them at your leisure. This 
will work nicely, but I still missed the 
superb instruction manual I'm used to 
from Electronic Arts. Just another dis- 
appointment in the Realm. 

So, while the Realm of Impossibility 
fails on many levels, it is still not bad 
enough to make me lose faith in Elec- 
tronic Arts. But I cannot recormnend it 
sight unseen, like so many of their oth- 
er offerings. The Realm is a fair game 
from a fine company. 

THE SCROLLS OF ABADON 
by Frank Cohen 
ACCESS SOFTWARE, INC. 
925 East 900 South 
Salt Lake City, UT 84105 
48K Disk $34.95 

The Scrolls of Abadon contain spells, 
but you'll need more than magic to suc- 
cessfully master this new machine lan- 
guage mediocrity. 

Not that Abadon is the worst game 
that I've ever seen. It's just tliat it re- 
trashes some familiar themes which I 
hoped I'd seen the last of. 

Abadon's creator, Frank Cohen, is not 
completely unknown to me. He authored 
a game (Cohen's Towers) imder the Data- 
most label, which, unfortunately, fell 
into my hands a few months back. Not 
even intense psychotherapy could return 
me to normalcy after that one. And, al- 
though Abadon has not cured him of 
lack of originality, it does at least prove 



him capable of producing a visually in- 
teresting product. 

In the world of Abadon, the Wizard 
transports you onto the game grid and 
curses you with the task of collecting 
the four pieces of his magic amulet. The 
game is basically a variation on the Pac- 
Man theme, which I never did find very 
appetizing. The twist is that gathering 
up a gem leaves an arrow in its place, 
an arrow that, later, cannot be passed 
over in the wrong direction. This is re- 
ferred to as the "Rule of the Arrows" and 
makes it child's play to trap yourself in 
a corner with a hideous creature. When 
this happens, there is only one hope: a 
spell. 

Scattered throughout the grids you'll 
find scrolls containing spells to change 
some condition of the game, giving you 
an advantage. For example, the WALK 
spell allows you to cross over the arrows 
in the wrong direction, while the ICE 
spell freezes your foes in their tracks. 



1 Mora nmuiciti 



The Scrolls of Abadon. 

However, spell is limited in duration 
or number of uses. Casting the spells is 
difficult; you must abandon the joystick 
and type the name from the keyboard, 
a clumsy task. I could rarely get the 
spells off i'ast enough to survive. 

Although the outer packaging states 
"Full instruction manual included," the 
manual itself is little more than a slip 
of paper. But the pamphlet does let you 
quickly start playing the game, and that 
is the important factor. The backgroimd 
story is best ignored. 

Visually, the game is interesting and 
reminiscent of Zaxxon. The field is con- 
stantly scrolling, displaying only a por- 
tion of the current grid at any one time. 
A peculiar sound accompanies the ar- 
rival of one of your enemies, and if you 
don't pay attention, one of them is like- 
ly to drop in right on top of you. You are 
trapped on the game grid until you've 
collected all the gems, whereupon a 



power disk will appear to carry you on 
to the next screen. Once you've obtained 
the four amulets, you may move on to 
the next level. Tapping the space bar 
shows an overhead view of the grids 
completed, allowing you to plan future 
strategy. 

Overall, the Scrolls of Abadon is an 
interesting game which you can play for 
a fair amount of time before mastering, 
the main problem being that there is lit- 
tle motivation to do so. 

BEACH-HEAD 
by Bruce Carver 
ACCESS SOFTWARE, INC. 
925 East 900 South 
Salt Lake City, UT 94105 
48K Disk $34.95 

Beach-Head is billed as the ultimate 
war game, and is also self-proclaimed 
as destined to be a video game classic. 
Although this boast goes unfulfilled, 
Beach-Head is a bit more original than 
Abadon — a good starting point for any 
game. Unfortunately, Beach-Head goes 
little further and falls fai' short of the fin- 
ish line. 

The war is comprised of a number of 
battles utilizing air, sea and land forces. 
You pass through multiple screens on 
your way to the final conflict. 

In the Aerial Recomiaisance phase, 
you are shown an overhead map of the 
enemy territory. At this point, you de- 
cide upon either a sneak attack or a full 
frontal assault. 




Beach-Head. 

While the sneak attack catches the en- 
emy by surprise, you must navigate a 
heavily- mined, narrow chamiel to circle 
the enemy, and this strategy usually 
costs you a few ships. However, chanc- 
ing the channel will lessen the number 
of enemy crafts you must battle in the 
following phase. 

In the second stage, you battle enemy 
fighter squadrons, while moving back 



PAGE 70 /MAY 1985 



ANALOG COMPUTING 



Ei 



PANAK STRIKES! comu^ed 



and forth and controlling range of fire 
with the joystick. The problem here is 
getting used to three-dimensional bat- 
tle. Once you do get used to it, you will 
advance to the next stage. 

Enemy battleships and cruisers are 
now attacking, and control is similar to 
the last stage, except that you lob your 
bombs at the enemy, mortar style. A 
readout shows you how far you over- or 
undershot your enemy, the trick being 
to home in — in time. Succeed and you 
will be ready to land. 

Land your tanks on the beach and 
fight your way through the island de- 
fenses to the fortress of Kuhn-Lin. The 
road is lined with mines, bunkers, and 
enemy tanks, so only a few of your tanks 
will reach their final destination. 

Kuhn-Lin. The fortress must be hit by 
ten shells, in the right order, before it 
will fall. Here, you'll need all your boot 
camp training to survive. Once the huge 
defense cannon gets you in its sights, it's 
curtains — it never misses. The more 
tanks you get through, the better your 
chances are. 

But, although the format seems great, 
the complexity seems to breed some 
rather unpleasant side effects. The joy- 
stick is sluggish, and not only because 
I use the old Atari CX80. No, sometimes, 
particularly on the second stage, it con- 
trols like a BASIC game — slow and frus- 
trating. 

Graphics are also far below average, 
wasting the power of your Atari. The in- 
struction pamphlet does describe the 
game adequately, but is as exciting as a 
mess hall meat loaf recipe. Much time 
is spent waiting for the disk to load new 
information into the memory, and some 
of these loads were so slow I thought the 
program had crashed. 

In fact, the entire game is lacking in 
overall quality, to such an extent that its 
originality cannot compensate. Beach- 
Head would be best suited to burial at 



SPY VS SPY 
by Mike Riedel 
FIRST STAR SOFTWARE 
18 East 41st Street 
New York, NY 10017 
48K Disk $29.95 

This game is the official video version 
of MAD magazine's "Spy vs Spy" fea- 
ture. Thus, to understand Spy vs Spy, 
you have to miderstand MAD magazine, 
which is quite a task in and of itself. 

While I'm not sure whether I should 



admit that, on occasion, I have not only 
understood but also enjoyed MAD, I am 
sure that those -won don't understand 
MAD are much more likely to enjoy this 
game — because, as we all have learned 
by now, few artistic achievements sur- 
vive the translation to another medium. 
The video version places the distinc- 
tive black and white spys onto your dis- 
play, utilizing a process called Simul- 
vision. Using a split screen, the two 
spies Simulplay at the same time, white 
on top, black on bottom. Your mission 
is to escape the embassy with the top 
secret briefcase. 




Spy vs Spy. 

As each spy moves through the build- 
ing independently, each display shows 
a three-dimensional view of each spy's 
current room. Moving with the joystick, 
you search the room for needed items. 

Using the Trapulator, you can set and 
defuse traps, as well as generally keep 
track of your progress. The Trapulator 
is simply a visual icon menu located to 
the right of each spy's room display. Us- 
ing an arrow controlled by the joystick, 
you make selections of traps, remedies, 
or a map of the complex. 

The fun begins when both spies oc- 
cupy the same room. Both spies appear 
on one display and battle with clubs (or 
run, depending on your courage). 

Before you begin play, you choose a 
difficulty level, which sets both the 
number of rooms in the embassy and a 
time limit. The embassy varies from six 
to seventy-two rooms, sometimes on 
multilevels. You can also choose wheth- 
er to have the exit door hidden until the 
end, or marked throughout play. 

However, your most important choice 
is whom you choose as your opponent. 
If you choose the computer as your ad- 
versary, while you can set its IQ from 
imbecile to genius, the resulting play is 
the usual video fare — basically a hunt 
and hide-and-seek game with little ex- 



citement. This game cannot be recom- 
mended. 

But, when two play, the program be- 
comes more enjoyable. It's a MADcap 
mission, with the other spy taking on 
the personality of your soon-to-be-ex- 
friend. It becomes a fight between two 
old enemies, both aware of the other's 
strengths and weaknesses. Will he fight 
or run? Where would he be most likely 
to hide that bomb? The tension is oft- 
times MADdening. 

However, there are drawbacks. Due to 
the fact that the potential display size is 
halved, thanks to Simulvision, resolu- 
tion is below average, and some smaller 
objects are tough to distinguish. 

The rules of play are complex, and 
time must be invested to learn them. 
Also, while control is good in hand-to- 
hand combat, it takes a long time to 
learn to efficiently set traps and defuse 
them . . .often, the game simply becomes 
one of "chase and fight," rather than one 
of stealth, cunning and trickery — the 
true essence of Spy vs Spy. 

The manual fully and completely des- 
cribes game play, but, while trying to 
duplicate the spirit of the magazine, it 
fails to achieve the requisite level of 
iVIADness. 

So, as a one-player game, Spy vs Spy 
cannot be recommended, but, when two 
play, it becomes a game combining both 
fast reflexes and a little insight and strat- 
egy, rising from a poor game to a fair 
one. 

THE SERPENT'S STAR 

by Jeff Johanningman 

BRODERBUND 

17 Paul Drive 

San Rafael, CA 94903 

48K Disk $39.95 

The Serpent's Star returned me to the 
world of graphic adventure, a genre that 
combines puzzle solving with colorful, 
high-resolution graphics, whisking the 
player away to strange new worlds. 

Almost two years ago I tackled my 
last graphic adventure, S.A.G.A.'s Ad- 
venture, and since then I have chosen 
Infocom exclusively for my adventures. 
Happily, during my abstinence, they've 
begun to rectify some of the problems 
inherent in games of this type — some, 
but not all. 

You, as Mac Steele, Archeologist and 
Finder of Lost Treasures, have discov- 
ered that, after months of searching, the 
sacred scrolls were to be in your hands 
for only a night before being stolen again 



ANALOG COMPUTING 



MAY 1985 / PAGE 71 



53 



2 PANAK STRIKES! continued 



. . . But not before a partial translation 
revealed to you the existence of the Ser- 
pent's Star, a miraculous gem which be- 
stows upon its owner immortality, as 
well as great monetary potential. 

So you set out, again, in search of the 
scrolls, which rumor places in a glass 
case in a sacred monastery. After find- 
ing the scrolls, completing the transla- 
tion will lead you to your final goal, the 
Serpent's Star — but only after solving 
riddles and avoiding a premature termi- 
nation of the game, and your life. 

When graphics are used to enhance 
an adventure, a number of distinctive 
problems arise. Plot and character de- 
velopment are subordinated to colorful 
images; long disk loads slow play; the 
simplicity of the game (usually only a 
search for items, rather than an inte- 
grated story with places to go, people to 
meet and worlds to conquer) makes for 
boring play. 

Fortunately, Star has remedied some 
of these deficiencies. First, while the 
lengthy disk loads are necessary, usually 



many images are loaded at once, lessen- 
ing the total loads and allowing rapid 
successions of images to flash on the 
screen. 




Vau ara »« xna iim-n caram i 
ri>a roan Is ■Hi'tii aiicBpt for an 
aid Man and ■ fallaii Haitarncp. 

atK>- 



Serpent's Star. 

Star has also improved its program to 
allow use of more complete sentences 
than simple subject/verb commands. It 
accepts subject/verb/object commands, 
as well as strings of commands. Still, 
while this is certainly an improvement 



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over Adventure, the program structure 
comes nowhere near the complexity of 
an Infocom adventure. Also, some com- 
mands which should work, according to 
the manual, simply don't. 

Finally, although the game does have 
a plot, it isn't much more than the usu- 
al search plot. It's true that there are rid- 
dles to solve and people to meet, but the 
riddles aren't very challenging, and the 
people are less than two dimensional. 

The manual explains all versions of 
the game for the various systems (Apple, 
Atauri, and so forth). While allowing you 
to start play, and answering some of the 
basic questions, it lacks depth and sup- 
plies little background story or helpful 
hints. 

Call the exterminator! The program is 
full of bugs, probably due to inadequate 
testing. There isn't room to mention all 
the bugs I found, but they are both an- 
noying and deadly. 

Some commands cause objects in 
your possession to be dropped, and of- 
ten you cannot exit a certain position — 
the program tells you that it doesn't even 
recognize RESTART GAME, a very im- 
portant express command. When this 
happens, you must reboot the game and 
start anew. 

So, while Serpent's Star shows great 
improvement in the graphic adventure, 
it is still not enough to win me back 
from Infocom. However, if colorful im- 
ages are more important to you than 
strong plot and characters, then the Ser- 
pent's Star is for you. 

Well, that just about rounds it up for 
this time, but before I power down, I'd 
like to thank Perfect Computers of Niles, 
Ohio for their assistance in the creation 
of this article. D 

Steve Panak is a banking computer 
operator and free-lance writer Jiving in 
northeastern Ohio. He holds a B. S. in 
B.A. and currently attends Jaiv school, 
where he develops sojXvjQTe to teach 
complex lege) concepts. In his spare 
time, he enjoys computer games. 



CIRCLE #127 ON READER SERVICE CARD 



PAGE 72 / MAY 1985 



ANALOG COMPUTING 



iOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIH^ 



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IT? 



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CIRCLE #129 ON READER SERVICE CARD 



FANTASTIC PRINTER 
^24'' SALE!! ^24'' 

Cammadare 64 — VIC 20 — A tart 

-^ 40 And 80 Column Printers 1^ Up To 100 Characters Per Second i^ Full Graphics Capability 
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3150 Alphacom 81-100 CPS 80 Column Printer 

Now you can hove a printer for the cost of a 
large box of paper. This printer prints in upper 
and lower case with true lower descenders. 
Comes with 1 roll of paper and power adapter. 
With the intelligent interfaces (sold below) you 
can do Ascii graphics as well as Atari or 
Commodore graphics. Plus you can do 
underlining and expanded modes. Print out 
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80 Column Extra Paper LIST SALE 

3153 40 Meter Rolls Blue S14.95 $3.95 

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3100 Alphacom 42-80 CPS 40 Column Printer 

Print out listings with full computer character 
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CIRCLE #129 ON READER SERVICE CARD 



16K Cassette or 
24K Disk 



HOME USE 



IlilBI 



Loan Shark 

A payment calculator 
for home use 




by Marty Schmidt 

Almost everyone has. at one 
time or another, borrowed money. 
Loan Shark will enable you to calculate 
what the payments would be. "Big deal," you 
say, "Those programs are a dime a dozen." 

Maybe so. Loan Shark, however, does more. A loan 
has four variables. They are: principal, interest rate, 
number of payments and payment amount. This pro- 
gram will compute any of them for you if you enter 
the other three. 

Also, if you enter all four items, the remaining bal- 
ance (or balloon payment) will be displayed. Each 
time you enter a set of data, all four items and the 
total interest paid will be displayed on the same line 
under their respective column headings. You can try 
many different combinations and compare results, 
since all data will remain on the screen. 

Using Loan Shiarlt. 

To use the program, simply enter the values as they 
are requested at the bottom of the screen. Press RE- 
TURN without an entry to skip the unknown item. 
When entering the principal and number of payments 
data, you can enter two values separated by a plus, 
minus, multiplication or division sign. 

This can save time, as you can enter the numbe]- 
of years times twelve for the number of payments. 



without having to figure it 
out in advance. It's very handy 
when using data with a long re- 
payment schedule [a home loan). 
You can enter the original amount 
minus the down payment when you are 
prompted for the principal, another time- 
saver. 

In the unlikely event that you should fill the 
screen and then enter more data, you will receive 
a prompt to turn your printer on, if you have one — 
or else copy the numbers you want to save. When 
you proceed, the screen will clear. If you do have 
a printer, the column headings and all data will be 
printed. The data can be printed at any time by en- 
tering P when prompted for the principal or num- 
ber of payments. 

The program. 

The colors for the display were generated using 



PAGE 76/ MAY 1985 



ANALOG COMPUTING 




Richard Kalagher's Multiple Screen 
Generator (in ANALOG Com- 
puting's issue 12). 

Loan Shark uses graph- 
ics with a text win- 
dow. To employ this 
technique, first open 
a chaimel to write 
to the screen (OPEN 
#6,8,0,"S:"J, then you can POKE 703,4. When you 
print to the upper twenty hues, use a PRINT #6 com- 
mand. The top hnes will not scroll with the bottom 
four lines, but will remain on the screen. The text 
window can then be used for input prompts and other 
instructions, and cleared with a simple clear screen 
command. 

Following are three subroutines from this program 
which can, with minor changes, be incorporated into 
your programs. 



1. (Lines 90-210) Format 
output, similar to a PRINT 
USING command in some 
BASICS. 
Before the subroutine is 
called, set PIC$ equal to the 
format you want. Put the deci- 
mal point where you wish and include a dollar sign 
and/or trailing zeros, if desired. Set NU equal to the 
number you want formatted. Call the subroutine and 
PRINT FRMS (Lines 870-960). Your number will be 
rounded to the number of places to the right of the 
decimal in PIC$ and trailing zeros will be added if 
you included them in PIC$. 

Using this subroutine, you can right justify, add 
trailing zeros, round off and include any special 
characters, all in one step. This is the most versatile 
formatting routine I have seen for the Atari. 

2. (Lines 230-340) Two number input. 

The BASIC on my pocket computer enables me to 
enter a series of numbers separated by arithmetic 
operators, all in one step. For instance, you can en- 
ter 247-119, and the value 128 will be entered. Atari 
BASIC does not allow this, so I wrote a simple 
subroutine enabling entry of a sign ( + , - , *, /) be- 
tween two numbers. You input to Q$, call the subrou- 
tine, and the variable X contains the result. 

This subroutine, as used here, also checks for the 



ANALOG COMPUTING 



MAY 1985/ PAGE 77 



ililii Loan Shark continued 



print (P] and quit (Q) commands. Since it's used 
only when entering the principal and number of 
payments, the print and quit commands will 
only be recognized when entering these values. 

3. (Lines 1040-1140) Graphics screen dump. 

This subroutine creates TEXT$ from a screen 
line, character by character. The outer FOR-NEXT 
loop contains the rows to be read, and the inner 
loop reads the columns. The column and row 
values can be changed so only part of the screen 
is sent to the printer. The inverse control T char- 
acters in Line 1100 are to underline the headings 
using a C.Itoh Prowriter. If you have a different 
printer, this character may have to be changed 
accordingly. 

Here's a brief outline of the Loan Shark program. 

Lines 90-210 — Right justify output and add 
trailing zeros. 

Lines 230-340 — Allow two-number input, 
separated by +, -, *, or /. 

Line 360 — Compute payment. 



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• Easy to use. No linking required. Compile and execute im- 
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• Comprehensive user manual included. Complete examples 
and BASIC equivalents given for each reserved word. 

• Machine language subroutines may be loaded and called. 

• No limit on source program size. "Include" files supported. 

• Execution debugging features include Instruction trace and 
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To Order: Visa/Mastercard, check, money order, and COD accepted It charge, please 
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DRAPER SOFTWARE 307 Forest Grove Richardson. Texas 75080 (214)699-9743 
Atari is a trademark of Atari. Inc 



CIRCLE #130 ON READER SERVICE CARD 



Lines 370-400 — Print heading and instruc- 
tion lines. 

Line 410 — Start of main program. 

Lines 440-590 — Input data. 

Line 610 — Compute principal. 

Lines 650-730 — Compute interest rate using 
trial and error method. 

Line 750 — Compute number of payments. 

Line 810 — Compute balloon payment. 

Line 830 — Compute total interest. 

Lines 860-1020 — Print data to the screen. 

Lines 1040-1140 — Print screen to printer. 

Lines 1150-1220 — Prompts to turn printer on 
or copy data to avoid loss. 

Lines 1230-1260 — Clear screen of data. 

Lines 1280-1520 — Screen color generator. 

There you are. I hope Loan Shark helps you stay 
out of the hands of the Big Boys. D 

Marty Schmidt has been a pattern maker by trade, 
for twenty-one years. He's had an Atari 800 for the 
past two and oiie-haJf years and has been using it 
for family /inanciaJ and record-keeping purposes, 
word processing and — let's not forget — entertain- 
ment. 

Listing 1. 
BASIC listing. 

50 REM KMMMKMKKMMlCmClCKllKmCMMMKK 

51 REH * L0AN5HARK * 

52 REM » BY » 

53 REM « MARTY 5CHM1DT » 

54 REM KMMmcmCltKMMMKldCKKKMMKWKM 

80 OPEN tt6,8,K0,"5:":0PEH 1*2, 4 , K0,"5 :" 

90 A=34:P0KE 559,K0:G05UB 30000: POKE 7 

12, 186: POKE 559, A: GOTO 1000 

95 REH FORMAT NUMBERS 

100 FD=K0:FRMS=PICS 

110 FOR J=l TO LENfFRM$3 

120 IF FRMlfJ,J}="." THEN FD=LEHCFRMSJ 

-J:G0T0 140 

130 NEKT J 

140 IF FD=KO THEM NUttS=5TR5 tINT f NU+0 .5 

)] :G0T0 180 

150 H=IHTC10AFD+0.5) 

160 NU=INTCNU«H+0.5}/H 

170 NUM:S=5TR$(NU} 

180 FOR K=:l TO LEN(N1JM$} 

190 IF II1JMS(K,K>="." THEN 210 

280 NEKT K 

210 FRM5 C J-K+l , J-K+LEN CNUM$) ) =NUM:$ 

220 RETURN 

300 REM INPUT ROUTINE 

310 FOR L=l TO LEN(Q$) :M=ASCCQ$(L,L)] 

320 IF M=46 THEN 350 

330 IF H=81 THEN POP : GRAPHICS Ke:POKE 

82 2 : NEH 
335 'if M=80 THEN TRAP 5300:G05UB 5010: 
POP :G0T0 1840 

340 IF M<48 OR H>57 THEN 370 
350 NEKT L 

360 X=UAL(Q:S) : RETURN 

370 Y=VALtQSJ :Z=UAL C0$ (L+1 , LEN CQ$}} } 
380 IF H=43 THEN K=Y+Z: RETURN 



PAGE 78 /MAY 1985 



ANALOG COMPUTING 



aaa, 



llili Loan Shark 



continued 



390 IF W=45 THEN X=Y-Z: RETURN 

400 IF W=42 THEN X=V»Z: RETURN 

410 IF U=47 THEN X=Y/Z: RETURN 

490 REM FIGURE PAYMENT 

580 TE5T= {P-B*C1+I) ^-N) / C CI- Cl+IJ a-M) / 

1} : RETURN 

600 POSITION KO,Ke:? «6;" PRINCIPAL 

APR tt PAYMENT TOTAL INT" ;: RETURN 

790 POSITION K0,19:? ttO; "RETURN TO SKI 

P : P TO PRINT : TO QUIT"; : RETURN 

1000 POKE 82, KO: POKE 703, 4: POKE 755, KO 

:GOSUB 600:G0SUB 700 

1010 DIM PIC5C15J ,FRM$C15),NUM$C15},Q$ 

C30),TEXT$C1000) 

1030 REM INPUT DATA 

1040 P=KO:0=Ke:N=KO:H=:Ke:TRAP 1300 :GOS 

UB 700: POSITION K0,20:? "H PRINCI 

PAL "; 

1845 POKE 85, 20: INPUT Q$:IF OS-"" THEN 

X=KO:GOTO 1060 
1050 GOSUB 300 
1060 P=X:B=KO 

1070 TRAP 1080:? " ANNUAL X ";:P 
OKE 85, 20: INPUT 0:1=0/1200 
1080 TRAP 1300:? "NO. OF PAYMENTS ";:P 
OKE 85, 20: INPUT Q$:IF 0$="" THEN X=KO: 
GOTO 1180 
1090 GOSUB 300 

1108 n=x:trap 1208:? " payment 

";:poke 85, 20: input M 

1200 trap 1300:? "h":color 32:pl0t ko , 

19:draht0 39, 19: if p=ko then 1400 

1218 if q=ko then 1500 

1220 if n=ko then 1600 

1230 if n=ko then 1700 

1240 GOTO 1800 

1300 ? "«► IMPROPER VALUE !":FOR 1=1 
TO 400: NEXT I 

1310 ? :? "► PLEASE TRY AGAIN. ":F0R I 
=1 TO 400: NEXT I 
1320 GOTO 1040 
1390 REM FIGURE PRINCIPAL 
1400 P=M» I (1- Cl+IJ '^-NJ /IJ + CB» Cl+IJ A-iij 
1410 GOTO 1900 

1490 REM FIGURE INTEREST RATE 
1500 POKE 559,K0:Q=Q+l:I=Q/1200:G0SUB 
500:IF TEST=M THEN POKE 559,A:G0T0 190 


1510 IF TEST>M THEN 0=Q-1:G0T0 1530 
1520 GOTO 1500 

1530 Q=0+0.1:I=0/1200:G0SUB 500:IF TES 
T=M THEN POKE 559, A: GOTO 1900 
1540 IF TEST>M THEN 0=Q-0.1:G0T0 1560 
1550 GOTO 1530 

1560 0=0+0.01 :I=Q/1200:G0SUB 500:IF TE 
ST>=M THEN POKE 559,A:G0T0 1900 
1570 GOTO 1560 

1590 REM FIGURE NUMBER OF PAYMENTS 
1600 N=LOG C CM-I»BJ / CM-I*P J J /LOG Cl+IJ 
1610 GOTO 1908 
1700 GOSUB 500:M=TEST 
1710 GOTO 1900 

1800 B=CP-MKC1- Cl+IJ A-HJ/IJ/C Cl+IJ >^-NJ 
1810 FLAG=1 
1900 INT=M»N-CP-BJ 
1990 REM PRINT DATA TO SCREEN 
2808 LINE=LIHE+1:IF LINE> CIS- CFLAG=1J J 
THEN GOSUB 5000 :LINE=KO : GOSUB 6080: GO 
TO 2000 

2805 POSITION KO ,LINE : PICS="S .0 
0":NU=P:GOSUB 100 
2010 ? tt6;FRH$; 

2020 PICS = "| . 00" :NU=Q: GOSUB 100 
2030 ? lt6;FRMS; 

2040 PICS="( ":NU=N:G0SUB 100 
2050 ? tte;FRM$; 

2060 PIC5="|$ .00":NU=M:GOSUB 100 
2070 ? tt6;FRM5; 



2880 PICS="|S . 80" :NU=INT: GOSUB 10 



2898 ? tt6;FRM$; 

2100 IF FLAG=1 THEN 3088 

2178 GOSUB 788: GOTO 1040 

3008 FLAG=K8 

3818 PICS="S . 88" :NU=B: GOSUB 188 

3020 LINE=LINE+l:POSITION KO,LINE:? tt6 

;"PAYOFF AMOUNT FOR ABOVE IS ";FRMS; 

3848 GOTO 2178 

4998 REM PRINT DATA TO PRINTER 

5008 TRAP 5280 

5818 POKE 54286, 64: FOR R0H=K8 TO 18:P0 

SITION PEEKC82J,R0H 

5020 FOR C0L=1 TO 40:GET tt2 , CHAR: TEXTS 

CCOL , COL J =CHR$ CCHARJ 

5030 NEXT COL:GET tt2,C0L 

5035 IF TEXTS CI, 2J=" " THEN 5100 

5040 LPRINT TEXTS 

5845 IF R0H=K8 THEN LPRINT "tmillMtl 
tT!lfllllT!llffHlllT!Ilf!!T fTT " : Vo l» s 
858 

5846 LPRINT 
5858 NEXT ROH 

5188 POKE 54286, 192: RETURN 

5288 POSITION K0,19:? ItOj" PRESS 

ANY KEY TO CONTINUE. "; 
5205 POKE 54286,192:? "IS THERE IS N 
PRINTER ON LINE!!":? " IF YOU PROCE 
ED HITHOUT A PRINTER THE" 
5218 ? " DATA NOH ON THE SCREEN HILL 
BE LOST." 

5220 OPEN «3,4,K0,"K:":GET tt3,KEY:CL0S 
E tt3 

5230 TRAP 5188: GOTO 5018 
5388 POSITION K8,19:? tt6;" PRESS 

ANY KEY TO CONTINUE. 
5310 ? "H* TURN YOUR PRINTER ON 

":? " IF YOU HANT THE ABOVE DATA PRI 
NTED! !" 

5328 POKE 54286, 192: GOTO 5220 
6888 FOR R0H=1 TO 18 
6010 COLOR 32:PL0T K8,ROM:DRAHT0 39, RO 

6828 NEXT ROM 

6030 RETURN 

30008 REM INITIALIZE SCREEN 

38005 RESTORE 30170: FOR N=Ke TO 99:REA 

D X:POKE 1664+N,X:NEXT N 

38018 C0LTAB=1712 : LUHTAB=C0LTAB+24 

38814 X=USRC1693J 

38830 P8KE 512,128 

38848 POKE 513,6 

38868 DSTART=PEEK C568J +256*PEEK C561 J 

38870 FOR N=DSTART+6 TO DSTART+28 

38888 POKE N,13e 

38098 NEXT N 

38188 POKE DSTART+3,194 

38128 POKE 54286,192 

38125 PRINT CHRSC125J 

38148 POKE 718, PEEK CCOLTABJ 

38158 POKE 709, PEEK CLUMTABJ 

38168 RETURN 

38178 DATA 72,138,72,174,156,6,189,176 

,6,141 

38188 DATA 18,212,141,24,288,189,288,6 

,141,23 

38198 DATA 208,238,156,6,184,178,184,6 

4,14,104 

38288 DATA 169,7,168,168,162,6,32,92,2 

28,96 

38218 DATA 169,1,141,156,6,76,98,228,1 

62,178 

30228 DATA 156,170,156,170,156,178,156 

,170,156,178 

38230 DATA 156,178,156,178,156,178,156 

,162,284,284 

38240 DATA 204,204,14,0,0,8,0,8,8,8 



ANALOG COMPUTING 



MAY 1985 / PAGE 79 



DOES YOUR COMPUTER 
THNK FASTR THN 
IT CN PRNT? 

Most computers do. That's why they're 
computers and not printers. That's also why you 
need the PRINTER BUFFER from Digital Devices. 

The PRINTER BUFFER accepts information at 
your computer's high speed, stores it (up to 32 
pages at a time), then re-transmits at the slower 
speed required by your printer. So you and your 
computer can go on doing what you do best — 
thinking and working. Instead of waiting. 




The PRINTER BUFFER works with any 
standard "Centronics" parallel computer or 
printer, including Digital Devices' U-PRINT 
printer interfaces for Apple, Atari, and Com- 
modore computers. Available in 16K, 32K or 64K 
models. The PRINTER BUFFER is user-expandable 
in 16K increments. Perhaps best of all, the 
PRINTER BUFFER comes complete with all 
necessary cables, power supply, a comprehen- 
sive user's manual, a one-year limited warranty 
— and a price tag starting at $119.95. 

Call our Toll Free number, (800) 554-4898, 
for the dealer nearest you. 



PRINTER IMUai] 



from 



DIGITAL DEVICES §> 

Corporation 



430 Tenth Street, Suite N205 
Atlanta, Georgia 30318 
In Georgia, (404) 872-4430 



■ 198^ by Digilal Devices Corporation. Apple, Atari, and Commodore 
are registered trademar!<s of Apple Computers, Inc.; Atari, Inc.; and 
Commodore Electronics Ltd. respectively. 




lUl Loan Shark 



continued 



30258 DATA 0,0,0,6,0,0,0,0,0,0 
30260 DATA 0,14,0,0,0,0,0,0,0,0 



CHECKSUM DATA. 

(see page 34] 

50 DATA 275,615,999,968,287,293,752,15 

2,741,140,177,739,486,511,5,7140 

170 DATA 235,189,389,734,411,589,79,77 

0,498,391,776,749,753,56,550,7169 

380 DATA 222,233,196,219,385,964,575,5 

47,405,235,892,444,582,724,963,7586 

1070 DATA 581,693,728,938,565,932,933, 

936,714,393,513,715,799,212,718,10370 

1490 DATA 95,523,442,718,544,948,727,5 

80,735,924,328,724,847,727,278,9140 

1810 DATA 419,338,958,247,676,812,97,8 

14 , 957 , 816 , 289 , 818 , 653 , 820 , 939 , 9653 

2170 DATA 14,679,113,79,722,213,681,43 

8,525,241,714,383,200,811,87,5900 

5100 DATA 485,966,555,836,66,963,969,9 

93,428,645,327,86,792,878,847,9836 

30010 DATA 738,173,237,201,593,575,213 

,687,991,348,788,544,595,57,670,7410 

30188 DATA 830,76,821,689,247,241,637, 

233,497,4271 



PARTS/SERVICE FOR ATARI* COMPUTERS 

FLAT SERVICE RATES BELOW INCLUDE 
PARTS AND LABOR, 60-DAY WARRANTY 



800 Compuler Repair 


, S65.00 


810 Disk Drive Repair 


379.50 








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850 Interlace Repair 


S60.00 


1200XL Compuler Repair 


S65.00 


410 Data Recorder Repair 


S42.50 


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5850 


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400 OK 


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S1 10.00 






All Boards complete with ICs. etc 




MODULES/CIRCUIT 




Keyboards not included 




BOARDS. ..complete with IC's 


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16K RAW Memory IVlodule 






CX853 


$24.50 


810 Rear Board/Analog Board Upgrade 


800 10K Rev. B OS Module 


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Editor Assembler 


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400 Main Board 


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wM Case. Manual 


S23.50 


800 Power Supply Board 


$10,50 


Cartridge Circuit Boards 


S3.50 


810 Data Separator Board 




Non-Atari" Cartridge Boards 


SI. 50 


upgrade wilti instructions 


$25,00 


Replacement 810 Drive Mech 


S85.00 


810 Side Board w/o Sep & 1771 


$43,50 


Replacemenl Power Transformer 


SI 6.50 


810 Rear Power Board 


$25,00 


SAMS Service Manual 




810 Analog Board 


-316,00 


for 800 or 4O0 


S17,50 ea 



AMERICAN TV 

415-352-3787 

Mail Order and Repair 15338 Inverness St., San Leandro, CA 94579 

Retail Store 1988 Washington Avenue, San Leandro, CA 94577 

Terms; We accopl money orders, personal checks or C D.s VISA, MasterCard okay on orders 
over S25.00. No personal checks on C.O.D, 

Shipping. S4 00 shipping and handling on orders under 5150.00. Add S2 00 tor C.O.D, orders Cali- 
fornia residents include 6V2% sales lax Overseas shipping extra 

Prices subject to change without notice. We reserve the right to limit quantities. Sales limited to 
stock on hand. Above units repaired or exchanged with rebuildabfe exchange. Include S7.00 return 
shipping and insurance. 

Foreign shipping extra. 
Much more! Send SASE for free price list. 

Repair/upgrade services available. Call. 'Atari is a registered trademark of Atari Corp. 



CIRCLE it^32 ON READER SERVICE CARD 



CIRCLE #131 ON READER SERVICE CARD 
PAGE 80 /MAY 1985 



ANALOG COMPUTING 



Li;co Computer Marketing & Consultants 

'■PEOPLE WHO KNOW WHAT THEY WANT AND KNOW HOW TO USE IT RECEIVE THE LOWEST PRICES AT LYCO" 



^^ I SAVE " PRINTERS I ^^ 



AXION 

GP 550 AT (Atari) 249 

GP 550 CD C-64) 249 

GP 550 PC (IBM) 239 

GP 550 AP (Apple) 279 

GP 700 AT (Afari) 459 

GP 700 AP Apple) 459 

Elite 5CD (C-64) 329 

BLUE CHIPS 

M12010 $275 

M120)0 C-64 $276 

C. ITOH 

Prowriter 8510 AP 279 

8510 BC2 389 

8510 BP1 319 

8510 SP 379 

8510 SR 429 

8510 SCP 459 

8510 SCR 479 

7500 AP 205 

7500 AP 245 

1550 P 449 

1550 BCD 489 

A-10-20-P ....459 

F 10 40 PU or RDU 888 

F10 SSPU or RDU 1069 



CARDCO 

LQ1 369 

LQ3 279 

CITIZEN 

MSP-10 329 

MSP-15 499 

MSP-20 479 

MSP-25 649 

COMREX 

CR-II-EC Comriter HE Parallel 359 

CR-II-ES Comriter II E Parallel 379 

CR-IV-C Comriter IV Parallel 689 

CR-IV-S Comriter IV Serial 689 

Corona 

LP300 Laser Prmler 2699 

200361 Toner Cartridge.. . 89 

DIGITAL 
DEVICES 

16K orinler buffer 99 75 

32K printer buffer 119 75 

64 K printer buffer 169 95 



EPSON 

RX-80 225 

RX-80 FT- 279 

FX100' 579 

JX 80 529 

LO 1500 P 1089 

LQ 1500 S 1149 

HI-80 Color Plotter 399 

JUKI 

Juki 6100 379 

RS 232 Serial Board 55 

Tractor 119 

Sheet Feeder 209 

Juki 6300 769 



LEGEND 



1080. 
1200. 



.219 
.239 
.249 



iC PRINTER ^ 

INTERFACING 

Available 



MANNESMANN TALLY 

Spirit 80 255 

IVfTL-ieOL 549 

MTL-180L 739 



NEC 

NEC 8025 $699 

NEC 8027 $359 



OKIDATA 

Okimate 10 179 

82A 295 

84 645 

92 349 

93 565 

92lmagewriter 425 

92 IBM Version 349 



OLIVETTI 

DY 250 Parallel 739 

DY 250 Serial 729 

DY 450 Parallel 1099 

DY 450 Serial 1079 



PANASONIC 

1090 189 

1091 259 

1092 395 

1093 589 

3151 459 



Smith Corona 

f^aslexf 80 189 00 

D100 ... 21900 

D200 399 00 

D300 519 00 

LI 000 339 00 



STARMICRONICS 

SG-10 219 

SG-15 379 

SD-10 339 

SD-15 445 

SR-10 489 

SR-15 585 

Powertype 309 

Gemini 10X CALL 

Gemini 15X CALL 

SB-10 CALL 



MONITORS 



MODEMS 



DISK DRIVES ' 



AMDEK 

300 Green 125 

300 Amber 139 

310 Amber IBM 155 

Color 300 Audio 245 

Color 500 Composite 369 

Color 600 429 

Color 700 495 

Color 710 569 

GORILLA 

12" Green 78 

2" Amber 84 

NEC 

JB-1260 Green 95 

JB-1201 Green 135 

JC 1215 Color 235 

JC 1216 RGB 375 

JC1460 Color 265 

JB-1205 Amber 139 

PANASONIC 

DT 1300 RG1 composite 329 

PRINCETON GRAPHICS 

MAX-12 Amber 189 

HX-12 RGB 475 

SR-12 RGB 599 

ATARI 

800 XL Computer CALL 

1050 Drive 169 

1010 Recorder 44 

1020 55 

1025 185 

1027 239 

850 109 

SYNAPSE 

(ATARI) 

Synfile 34.95 

Syncalc 34.95 

Syncomm 27.95 

Syntrend 27.95 

Synchron 27.95 

Synstock 27.95 



SAKATA 

SC-100 Color 219 

STS1 Stand 29 

SG 1000 Green 99 

SA 1000 Amber 109 

TAXAN 

210 Color RBG 249 

115 Green 119 

116 Amber 125 

400 Color RGB 275 

410 Color RGB 339 

420 Color IBM 429 

121 Green IBM 139 

122 Amber IBM 145 

X-TRON 

Comcolor 1 Composite Green. 199 

ZENITH 

ZVM 122A Amber 84 

ZVM 123G Green 75 

ZVM 124 Amber IBM 129 

ZVM 131 Color 275 

ZVM 133 RGB 389 

ZVM 135 Composite 449 

ZVM 136 Hi Res Color 589 

INNOVATIVE CONCEPTS 

Flip-n-File 10 3.50 

Flip-n-File 15 8.25 

Flip-n-File 25 Lock 17.95 

Flip-n-File 50 17.25 

Flip-n-File 50 Lock 22.95 

Flip-n-File Rom 17.25 

IVIiCROPOSE 

Solo Flight 22.75 

NATO 22.75 

Spitfire Ace 19.95 

F-15 Strike Eagle 22.75 

GRAPHIC TABLET 

Super Sketch 32.95 

Koala Pad 59.95 



MICROBITS 




MPP 1000 E (Atari) 


99.00 


HAYES 




Smartmodem 300 


..189 


Smartmoden 1200 


..459 


Smartmoden 1200B 


.389 


Micromodem HE 


.249 


Micromodem 100 


..289 


Chronograph 

Smart Com II 


.179 


...75 



INDUS Atari 
$219.00 



m i l i ll rW l ll i y i H i l i HU i I i t i l i l li t l t n j iuMttMtttttMt^ttMMMMtMM 



DISKETTES 



CONTINENTAL 

Home Accountant 44.75 

1985 Book ol Alatri Software... 16.95 

SUBLOGIC 

Flight Simulator II 32.75 

Night Mission Pinball 18.75 

SCARBOROUGH 

Net Worth 49.95 

Mastertype 24.75 

Improved Mastertype 24.75 

Mastertype's Filer 24.75 



SSI 

Baseball 22.75 

Question 26.75 

50 Mission Crush 22.75 

Broadsides 22.75 

Computer Ambush 34.75 

SPINNAKER 

Delta Drawing Room 19.95 

Cosmic Life Fioom 19.95 

Up for Grabs Room 19.95 

ADVENTURE 

Dishey 29.95 

Ultra Disassembler 29.95 



BRODERBUND 

Bank St. Writer 42.75 

The Print Shop 29.95 

Serpent's Star 24.75 

Spelunker 19.95 

Stealth 19.95 

BUSINESS 

VISICALC .. : . $159 75 
LETTER PERFECT R 59 00 

DATA PERFECT $89.75 

FILE MANAGER $69 75 

HOME FILE MGR $69.75 



: .'■' ^Xv* 


MAXELL 

5%" MD-1 16 99 


- - - -"^ 


5V4" MD-2 23.75 


SKC 

(Box 10) 

51/4" SKC-SSSD 

51/4" SKC-SSDD 


'^°^"' ELEPHANT 

^B^^V (Box 10) 
.10.99 ^^^ 5V4" SSSD 13.99 


51/4" SKC-DSDD .. 


^^M^/K' 






1 



TOLL FREE 1-800-233-8760 



TO ORDER 



CALL TOLL FREE 

800-233-8760 



Of send order to 
Lyco Computer 
P O Bo« 5088 
Customer Service 1-717-327-1825 Jersey Shore PA l 7740 



CIRCLE #133 ON READER SERVICE CARD 



RISK FREE POLICY 

In-slock Item shipped withm 24 hours of order No deposit on CO D 
orders Free shipping on prepaid cash orders within the Continental U.S. 
PA residents add sales tax APO. FPO and International orders add S5 00 
plus 3% for priority mail scr^/ice Advertised prices show 4% discount for 
cash, add 4% for Master Card or Visa Personal checks require 4 weeks 
clearance before shipoing All items suhiect to change without notice 
For your protection, we check for stolen credit cards. 



ENHANCEMENTS TO BASIC 

FIRST BYTE 

P.O. Box 32 

Rices Landing, PA 15357 

Disk $14.95 

by Bob Curtin 

I have friends who own (dare I say it?] 
that other computer. They poke fun at 
Atari BASIC with its lack of string ar- 
rays and its snail-like math package. 

"Why don't you get yourself a rea] 
computer?" they scoff. 

"Your mama," I retort. My quick wit 
is legend in these parts. 

Those of us who've been with Atari 
BASIC for any length of time know pret- 
ty much how to work around these limi- 
tations. Besides, with its error checking, 
graphics and sound commands, plus its 
easy interface with assembly language 
subroutines, its benefits far outweigh its 
detriments. 

Still, there are times when I've looked 
wistfully at some of the neat commands 
and functions available in CP/M's M- 
BASIC and in versions of BASIC for the 
Atari other than Atari BASIC. 

When you need such things as re- 
numbering, block delete, trace, renam- 
ing variables, accessing DOS functions, 
and so on, the lack of these fosters a 
study in frustration. True, there are ex- 
ternal programs which will accomplish 
these things, but it involves saving the 
program you're working on, loading up 
the utility, reloading your program and 
then doing it to it. Not exactly the epit- 
ome of efficiency. In fact, it's a royal 
pain. 

A company called First Byte now pro- 
duces Enhancements to BASIC: A Better 
BASIC for Your Atari. It is just that. A 
better BASIC. It's a program which cre- 
ates a boot disk with all of the above 
(and more) integrated into Atai'i BASIC, 
so that the additionsil functions are avail- 
able on command — without changing 
disks or loading programs. 

To use it, simply boot it up without 
the BASIC cartridge or by holding down 
OPTION on the XLs. ETB takes the place 
of the BASIC cartridge or the built-in 
BASIC in the XL machines. 



ETB supports forty new commands, 
only two of which are program mode 
coinmands. The other thirty-eight are 
immediate mode commands, which are 
used for help in programming. Some 
perform functions available elsewhere, 
but which require external programs to 
implement. 

A number of the commands support- 
ed ai-e: NUM-automatic line numbering; 
REN-renumber program lines; DEL-is to 
delete a block of program lines; LVAR- 
list the variables in a BASIC program; 
SVAR-search for lines containing a spe- 
cific variable; CVAR-change a variable 
name; DUMP-send anything which goes 
to the screen editor to the printer in- 
stead; and SCREEN-cancels the DUMP 
command. 

In addition to the above, there are 
commands which allow you to access 
DOS functions directly through BASIC, 
instead of having to load in the DUP.SYS 
as you would normally. All of the DOS 
functions are available except the dupli- 
cating, binary functions, writing DOS 
files and, of course, run cartridge. (How 
many times have you wanted to check 
out the disk directory on a disk during 
a heavy programming session?] This 
alone is worth the price of ETB, but 
there's a lot inore. 

What makes this such a great little 
program is that it's both upward and 
downward compatible. Since the new 
commands, witli the exception of TRON 
(trace on) and TROFF (trace off) are im- 
mediate mode, tliere's no trouble at all 
with using ETB with old or new pro- 
grams, and then running them either 
with ETB or Atari BASIC. 

One of the nifty features available to 
CP/M and M-DOS users is the ability to 
program individual keys to perform cer- 
tain functions. ETB sort of provides the 
same feature. 

I say "sort of" because, in essence, 



It's a program 
that creates a 
boot disk (with 
enhancements] 
buiJt into Atari 
BASIC, so that 
additional 
functions are 
available on 
command. 



you can assign strings to some of the 
number keys (4 through 0]. There are 
default values assigned to these keys to 
start with, but they can be redefined to 
any string up to thirty characters long. 
(The key can be defined as a string of 
up to sixty-two characters). 

For instance, CTRL-4's default value is 
LOAD "D:", and the default value for 
SHIFT CTRL-7 is POSITION. Simply 
pressing the appropriate key(s) will print 
the command to the screen at the cur- 
sor position. 

I always hated typing a lot of PRNT 
#6 or OPEN #1,4,0,"WITCHES.DAT", so 
I just assigned them to keys. When I 
need either one, I press the appropriate 
key and presto.' Believe me, the saving 
in keystrokes in a coding session is enor- 
mous. 

Another great feature is the TRON 
command. Again, this is one of the two 
program mode commands, TROFF be- 



PAGE 82 / MAY 1985 



ANALOG COMPUTING 



Ki 



t4 Review continued 



ing the other. TRON, when implement- 
ed, will trace through the program line 
by line, and you can choose from a va- 
riety of displays, as well as dumping the 
trace to a printer. 

This last option is invaluable if you've 
got a particularly knotty bug in a pro- 
gram and need a hard copy of the pro- 
gram flow. Multiple nested loops with 
outside subroutines — or, for that matter, 
any convoluted algorithm — benefit a 
great deal from this feature. 

ETB is not perfect. There are a num- 
ber of commands which take up valuable 
memory space and are of rather limited 
value. For instance, ETB provides you 
with the ability to adjust the keystroke 
and repeat timing. Also, for those of you 
with XLs, you can shut off the keyclick. 

There's more, but I'm sure you get the 
idea. ETB does provide you with the op- 
tion to use differing levels of the com- 
mands available, thereby freeing mem- 
ory if you need it. This is definitely a 
smart feature. 



ETB comes with a program disk and 
documentation which, though complete, 
reminds me of the old APX documenta- 
tion. Let's just say it's without frills. 

The reason for this is probably the 
same reason that ETB impressed me so 
much. You get this professional-level 
program and the no-frills documenta- 
tion for a measly $14.95, including ship- 
ping and handling! I don't care who you 
are; that's a deal in anyone's book. 

If you want to make your life easier, 
save yourself countless hours of pro- 
gramming time, and can part with the 
price of a bottle of Scotch, Enhance- 
ments to BASIC is for you. D 

Bob Curtin is a machinist who got into 
computing in 1982, when he bought an 
Atari 800. He uses his computer for writ- 
ing, programming, teJecommunications, 
and the more cerebral games. His am- 
bition is to write the definitive computer 
baseball game. 



JLS LANGUAGE SYSTEMS 

JLS BASIC Compiler for 

Sophisticated Programers that have a 

64K ATARI Home Computer and Disk Drive 

The DOS/CP (Control Program): 

-replaces the DUP of ATARI DOS, using all 62K RAfvl of XL and XEs, 

-relocates programs as they are LOADed in and maintains a directory of programs 

so more than one may be LOADed in RAfvl at any one time, 
-lets programs be KILLed from RAM, 
-links programs so that one program can provide subroutines to several other 

programs that are also LOADed in an provides several powerful subroutines itself 

for other programs to use, 

-has several flexible built-in commands and a batch mode, 
-supports ATARI 850 RS-232 interface module and has a useful terminal program 

with upload/download capability. 

The BASIC compiler: 

-has four variable types: BYTE, BINARY, FLOAT, and STRING, each of which can 

have up to three dimensions, 
-provides the power to DEFine function and procedure subroutines that permit 

parameter passing and even recursion! 
-is fast! does the screen fill benchmark in only 279 jiffies, 
-is not compatible with ATARI BASIC because of its added power. 

When PASCAL is released (by fourth quarter 1985), BASIC programs can be linked 
to PASCAL so your PASCAL programs can use subroutines already written and 
compiled in BASIC and vice versa. 

$65.00 (check or money order) no shipping charge in USA 
JLS Software 
4424 Auburn Road 
Huntington, WV 25704 

(Atari is Tlvl of ATARI, Inc.) (Dealer inquiries invited) 

CIRCLE #134 ON READER SERVICE CARD 



introduces 
DR. P.D. QUICK, D.D. 

Dr. Quick Explains Buying 
On Margin, And Discloses 

THE HIDDEN 
HEALTH BENEFITS 

Of Using PDQ Disl<ettes 

Q. Doctor Quick, your PDQ Disks are 
doublfrdensity. Will they work in my 
single-density disk drive? 

A. Ja. Oti, ja, they work so good, I am telling 
you, yes! They work like a chum. 

Q. Aren't your PDQ Disks better than I really 
need? 

A. I should hop so! We make sure it is better, 
not just this much, but this much, and then 
some. Double density, ja, and 48 tracks per 
inch, certified. And people is using them 
right now at 96 TPI, is that better yet? You 
betcha my life! 

Q. So why should I pay for quality I don't 
need? 

A. I can't believe what my ears are telling me! 
You don't know of the buying on margin? 
You got always to buy on margin. 
Everything! 

Q. Buy on margin? 

A. I am drawing you a hyperethical case. You 
are going to put a steering column in your 
car, okay? For ten dollars you can get one 
that will last you two, mayt)e three years. 
Then one day it turns to peanut butter 
while you're driving, and blooey! 
For twelve bucks, let's say it, you can buy a 
steering column to last five years. For thir- 
teen fifty you could get one to last 24 
zillion years, give or take a zillion. Which 
one do you go for? 

Q. You're talking atxxjt a margin of safety, 
tlien. 

A. You got it. A margin. You like to live 
dangerous, maybe? Go for the oheapie, 
save a buck or two. You got better smarts 
than that? You buy on margin when you 
get a steering column. Or a disk. 

Q. I see your point. 

A. No, that is before the point. Now I tell you 
the point. You ready? 
You buy on margin and get tietter than you 
need; you smile more, right? Fewer 
wrinkles in the forehead. Your food goes 
down nicer. All those tension backaches, 
they go away. Your doctor looks you over 
and says, "It's a miracle! 1 can't t>elieve 
such perfection in a human person!" 
So, you going to chisel? Or do you show is 
nicht so empty up here, and buy on 
margin? 

PDO — Premium Disk Quality — Diskettes are 
Double-Sided (yes, they'll work in your 810 Drive) 
as well as Double-Density, and carry a 21-year 
replacement warranty — and even a 30-day money- 
back guarantee. 

AND AN EXTRA VALUE! To introduce our new 
line of "NameBrand" disks, we'll even inscribe 
your name in bright golden letters on each disk at 
no cost! 

PREIVIIUM QUALITY AT A REASONABLE 
PRICE. NameBrand Disks are $39.90 a box (10 
disks). For 5 boxes or more: $34.90/box. 

PLUS AN INTRODUCTORY OFFER. For 
orders mailed before May 31, 1985, deduct $10.00 
per box. We're Ihal sure you'U reorder NameBrand 
PDQ's once you've seen them and tried them! 

AND AN OPPORTUNITY. WiUi each order is in- 
cluded a free Opportunity Dislc. Boot its program 
into a ASK or 64K Atari, and give some thought to a 
business of your own. 

Please add $2.(XI to your order for postage & handl- 
ing (USA and Canada; others add $4.00). NYS 
residents add 7% sales tax. Rush your order to: 

13 White St, Dept. 28 
Seneca Falls, NY 13148 
Alarf^ is a registered trademark of Atari Corporation 
Senecom^ is a registered trademark of Seneca 
Computer Company, Inc. 



ANALOG COMPUTING 



MAY 1985 / PAGE 83 



WE'LL 
MCIEASE 

YQII 
SIBRACE 




TRIPLE 




SPEED! 



But Don't Take Our Word for It 
. . . Ask Analog Computing 

Look elsewhere in this issue for the 
review; Analog Computing agrees. 
Our hardware/software combina- 
tion will make your Atari really 
perform! 

US Doubler increases your storage 
to 180K, and is totally compatible 
with other double-density disks, all 
DOS for Atari, and all Atari 1050 
disk drives. 

And with our SpartaDOS, US 
Doubler will triple speed! 

That's a winning combination! 

Best of all, we'll supply the new 
SpartaDOS 2 absolutely free when 
you buy US Doubler. 

A hardware/software combination, installation 
required, complete instructions provided. 

Available through Dealers 
or Direct 

$69.95 

Plus $4 Shipping and Handling 



ICD, Inc. 

1220 Rock Street, Suite 310 

Rockford, IL 61101-1437 

(815)229-2999 



Be the 



TRAIN 





Play this fast-paced computer video game 
that's so true-to-life that a major railroad indi- 
cated they use it in dispatcher training. 

TRAIN DISPATCHERS 24 displays help you 
make crucial decisions, RAPIDLY. You're under 
pressure, but in control — throwing switches, 
clearing and cancelling signals, constantly ma- 
neuvering both east and westbound trains. 
Keep the tracks clear ahead of all your trains 
and watch your score go up! 

Action packed, yet non-violent, TRAIN DIS- 
PATCHER'S 5 levels of play challenge players 
from age 8 to 80. Work your way up from "Cub 
Dispatcher" to Chief Dispatcher" or even "Train- 
master. " 

Created by designers of computerized traffic 
control systems for operating railroads, TRAIN 
DISPATCHER will increase your appreciation 
for actual railroad operations. 

TRAIN DISPATCHER comes complete with 
Instruction Manual and keyboard template. 



Color TV Recommended 



29 



CHECK ONE; 

Vic 20'" Tape D or Disk D 

(Requires 16 K Memory Expander) . . . ($24.95) 
Atari* 800 Tape D or Disk D 

(Requires Basic) ($24.95) 

Atari" 400 Tape D 

(Requires Basic) ($24.95) 

Commodore'" 64 Tape D or Disl( D , . . ($24,96) 

Appla ir, 11+ and lie Disk D ($29.95) 

Manual Only D ($4.00 if purchased separately) 



Name . 



City. 



State . 



.Zip. 



USA & CANADA add $2,60 postage & handiing 
($4.00 foreign) for eacfi game ordered. All payments 
must be in USA funds, all foreign payments must be 
against USA banks. PA residents add 6% state sales 
tax. Or charge to: 



D Master Card 
Card No 



n VISA Exp, Date. 



Signature . 






CIRCLE #135 ON READER SERVICE CARD 



SEND TO: 

SIGNAL COMPUTER CONSULTANTS, LTD, 
P,0, Box 18222 • Pittsburgh. PA 15236 

(412) 655-7727 

CIRCLE #136 ON READER SERVICE CARD 



ASTRA 1620 




LIMITED QUANTITIES 

$349.00 

PLUS $10.00 SHIPPING 



INCLUDED ... 
SMARTDOS 



ASTRA 2001 
ASTRA BIG D 



549.00 
$645.00 



(INCLUDES SMART DOS AND MY DOS) 



DESK SET $39.00 



COMPLETE DESK PACKAGE 

CALENDAR 

CALENDAR is a perpetual calendar, an appointmeni 
calendar and also a card file. Tfie perpetual calendar 
is a calendar of every month, past, present or future. 
The appointment calendar allows up to 15 entries to 
be made each day. 

CARD FILE 

The card file is a mail list program which holds up lo 
200 addresses. The printing format of card file in- 
cludes continuous lists, labels or envelopes. Files can 
be printed; all the files from one file number to 
another; by zip code; by state or by selected files. 

LEHER WRITER 

LETTER WRITER is a preformatted letter writing pro- 
gram. LETTER WRITER can be used for any number 
of applications involving entering, editing and printing 
text. LETTER WRITER is designed to be easy to use 
and does not require extensive training. While LET- 
TER WRITER is not a full word processing system, it 
performs 90% ol the functions used by harder to use 
and more expensive word processors. DESK SET 
also contains a program thai allows you to combine 
Card File and Letter Writer for interaction. 

FINANCIAL CALCULATOR 

FINANCIAL CALCULATOR answers virtually any 
questions concerning the cost of money, loans, and 
interest earned on savings, loans and investments. 
Plus, this program will give a complete interest earned 
table and amortization table. This program is a must 
for anyone serious about money. 

FORECASTER 

Forecast future events based on past information. 
Forecast profits, costs, sales trends, prices test 
scores, virtually anything. Edit, save on disk and test 
various elements lo determine the outcome. 
FORECASTER is a powerful "what if" program - a 
must for business. 

Two drive - double density - 48K required. 



MasterCard/VISA 
The Programmers Workshop 

24686 Redlands Blvd. 
San Bernandino, CA 92408 

PHONE (714) 796-6821 



CIRCLE #137 ON READER SERVICE CARD 



1 6K Cassette or 
24K Disk 



GRAPHICS 



•ft 





if *'''i|!l!| 



"'^ •"mimm"' 



pr 




by Graham L. Potter 



Ever since the first model 400 rolled off the assem- 
bly line, salespeople have touted Atari computers as 
colorful machines. Fascinating graphics demonstra- 
tions display brilliant rainbows, and even word pro- 
cessors include the variety and friendliness of multi- 
colored screens. With a simple BASIC command, any 
user can change the hue and luminance of his screen 
to any of 128 available combinations. 

The more knowledgeable users are aware that cer- 
tain GTIA graphics modes support twice as many 
different shades, for a total of 256. With such a selec- 
tion, how is a programmer to know what color he 
wants to use? No doubt, many have experienced the 
lengthy process of trying one color value after an- 
other, until the proper display is reached. 

Two-Fifty-Six comes to the rescue. It will exhibit 



all of Atari's 256 colors on the screen simultaneous- 
ly. Cast aside the myth that only 5 colors are allowed 
at one time! A beautiful display is achieved by the 
demonstration of more color than most computer 
users can imagine. 

At the end of the rainbow. . . 

When Two-Fifty-Six is RUN, it will display a sim- 
ple title screen while it sets up the color chart. After 
a wait of about twenty seconds, the view will switch 
to a dazzling grid pattern of all 256 colors in the Atari 
spectrum. 

The chart is arranged in sixteen rows of sixteen 
columns, with one color across each row and one 
luminance down each column. The hexadecimal 
numbers at the sides, top and bottom tell the inter- 
nal values corresponding to each color. 

Select colors for use in a program, or merely ad- 
mire the power that your computer is demonstrating! 



ANALOG COMPUTING 



MAY 1985 / PAGE 85 



4t Two-Fifty-Six 



continued 



When you're satisfied, press START, SELECT or OP- 
TION to exit Two-Fifty-Six. 

. . . Lies a pot of treasure. 

For programmers, Two-Fifty-Six will reveal the 
POKE and SETCOLOR values that correspond to each 
hue and luminance. The hexadecimal values appear- 
ing at the sides, top and bottom of the chart give the 
necessary values, depending on the method to be 
used. 

For use in SETCOLOR commands, take a num- 
ber from the left or right side and convert it to 
decimal (A = 10, B = ll, C = 12, D = 13, E = 14, F = 15) 
for the color, and use one from the top or bot- 
tom for luminance. 

For use in POKE commands to color registers 
[for player/missile graphics, perhaps), convert the 
color value to decimal, multiply it by 16 and add 
the luminance value. 

For machine language programming, the hex- 
adecimal values themselves can be used, with 



the color value as the first digit and the lumi- 
nance value as the second. 

Remember that the odd numbered luminances will 
look no different from the even ones, except in GTIA 
modes. 

How it works. 

Two-Fifty-Six uses screen flipping, a technique 
seen frequently on other computers but rarely em- 
ployed on the Atari. The title screen is displayed on 
a text screen that the user watches while the com- 
puter sets up the color chart on a graphics screen in 
memory. 

After setting up the title screen in Lines 620-710, 
RAMTOP (location 106) is changed to "protect" that 
display while the grid is being set up on a graphics 
9 screen. Lines 160-290 plot the numbers and arrange 
the display list interrupts that allow the extra colors. 
Special codes for the character graphics are stored 
in Lines 300-610. Finally, Line 230 will "flip" the dis- 
play to the newly formed graphics screen. 



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CIRCLE #138 ON READER SERVICE CARD 



PAGE 86 / MAY 1985 



ANALOG COMPUTING 



dt Two-Fifty-Six 



continued 



The final word. 

Even for non-programmers, Two-Fifty-Six is a mag- 
nificent demonstration of the graphics capabiUties 
of the Atari computers. It also serves as an invalu- 
able utility for all Atari users. Unfortunately, it will 
not operate on Atari 400s and 800s that contain no 
GTIA chip. D 

Graham L. Potter of began programming in the 
fourth grade and now operates a private business, 
Cyberphenia Internationa], designing software to suit 
his clients' needs. A senior in high school and mem- 
ber of the Greater Richmond Atari Support Program, 
he enjoys writing, math and poetry. 

Listing 1. 
BASIC listing. 

lee REM MKMKWKlCKlOCMMMMlCKMKmClC 
110 REM * ATARI COLOR CHART * 
128 REM » by GrahaH Potter » 

130 REM KKKKKKMICItKMKltKKMMKmClC 

140 REM 

150 GOSUB 620 

160 FOR fl=0 TO 15: COLOR 15:K=A»4+8: V=5 

:GOSUB 250 :Y=176: GOSUB 250 5 Y=A»10+15 :X 

=4:GD5UB 250 :X=73:G0SUB 250 

170 COLOR A: FOR I=A«4*8 TO A»4+11:PL0T 

I,16:DRAUT0 I, 175: NEXT I: NEXT A 
180 DATA 216,72,173,19,6,24,105,16,141 
,19,6,141,10,212,141,26,208,104,64,0 
190 RESTORE 180:F0R 1=1536 TO 1555:REA 
D A SPOKE I, A: NEXT I: POKE 512,0: POKE 51 
3,6 

200 DL=Z3+Z4»256:l>=DL+3 
210 FOR 1=0 TO 175:IF CI-5J/10=INT f (I- 
Sl/lO) AND I>20 THEN POKE D+I,PEEKfD+I 
)+128 

220 IF PEEKCD+I>=79 OR PEEK tD+IJ=207 T 
HEN D=D+2 

230 NEXT I:POKE 54286, 192 :P0KE 559, 0:P 
OKE 56e,Z3:P0KE 561,Z4:P0KE 623,64:SET 
COLOR 4,0,0:P0KE 559,34:P0KE 53279,8 

241 IF PEEKC53279}=7 THEN POKE 77,0:G0 
TO 241 

242 POKE 106, PEEK (106) +16: GRAPHICS 0:E 
ND 

250 RESTORE 310+AW2e:F0R 1=0 TO 2 

260 READ J: PLOT X+I, Y+INT CABSCJ)) :IF J 

<e THEN 280 

270 READ J:DRAMTO X+I,Y+INT(J} 

280 IF J=INTCJ} THEN 260 

290 NEXT I: RETURN 

300 REM MM 

310 DATA 2,8.5,-1,-9.5,2,8.5 

320 REM Wm 

330 DATA -2,-9.5,1,9.5,-9.5 

340 REM B 

350 DATA -2,7,9.5,-1,5,6,-9.5,2,4,-9.5 

360 REM tBM 

370 DATA -1,-5,-9.5,-1,4,5,-9.5,1,3,6, 

8.5 

380 REM 
390 DATA 

400 REM I 

410 DATA 1,5,-9.5,-1,-5,-9.5,-1,6,8.5, 

8 

420 REM MM 

430 DATA 2,8.5,-1,-5,-9.5,-2,6,8.5 

440 REM Wm 



1,5.5,-5.5,2.9.5 



112 S2I''^-S'"^'5'9-5,1.5.5 

460 REM Wm 

470 DATA 2,4,6,8.5,-1,-5,-9.5,2,4,6,8. 

480 REM MM 

490 DATA 2.4,-8.5,-1,-5,-9.5,2,8.5 

580 REM WM CIO) 

510 DATA 3.9.5,1,3,-7.5,3,9.5 

520 REM wm €11) 

5?S RSI*-A4^-5'~^'"5.-9.5,2,4,6,8.5 

540 REM Mm C12) 

550 DATA 2.8.5,-1,-9,5,-2,-8.5 

560 REM tEM C13) 

570 DATA 1.9.5,-1,-9.5,2,8.5 

580 REM Wm €14) 

590 DATA 1,9.5,-1,-5,-9,5,-1,-9.5 

eeo REM WBM €i5) 

610 DATA 1,9.5,-1,-5.5,-1.5 
620 GRAPHICS 17:SETC0L0R e,0,0:SETC0L0 
R 1,0,O:SETCOLOR 2, 0, :SETCOLOR 3,0,0: 
Z1=PEEK €560) : Z2=PEI&K €561) 

630 POSITION 1,1:? tte;'<anaiog coHPuti 
ng":POSITlON 6,3:? tt6;"proudIy":P0SITI 
ON 4 f 5 

640 ? tt6 ; "presents" ;CHR$ €14) ;CHR$ €14); 

CHRS €14) 

650 DL=Z1+Z2«256:P0KE DL+14,7:P0KE DL* 

17, 2: POKE DL*24,2 

660 POSITION 2,9:? tt6;"HaJl SBBH ";CHR 

S€141);" SS3":P0SITI0N 9,12:? tt6;"By 

GrahaH L. Potter" 

670 POSITION 4,16:? lt6;"PLEA5E MAIT":P 

OSITION 0,20:? tt6;"Press START, SELECT 

, or OPTION to Exit" 

680 POKE 106,PEEK€106)-16:GRAPHICS 9:Z 

3=PEEK€560) : Z4=PEEK €561) :POKE 623,0 

690 I=PEEK€16):IF I>127 THEN 1=1-128 :P 

OKE ie,I:POKE 53774,1 

700 POKE 56e,Zl:P0KE 561, Z2 :SETCOLOR 8 

,7,4:SETC0L0R 1, 1,6:SETC0L0R 2,0,0!SET 

color 3,4,3:setc0l0r 4,0,0 
710 ret6rA 



CHECKSUM DATA. 

fsee page 34] 

100 DATA 838,713,456,847,86,985,57,217 

,591,45,920,509,660,147,368,7439 

242 DATA 50,201,424,224,235,763,70,357 

,78,112,86,33,94,361,102,3190 

390 DATA 86,82,231,90,939,98,344,106,2 

40,114,951,807,166,816,776,5846 

540 DATA 825,385,834,378,843,689,824,7 

1 , 728 , 398 , 363 ,39,53, 662 , 205 , 7297 

690 DATA 292,128,596,1016 



256! 



ANALOG COMPUTING 



MAY 1985 / PAGE 87 



READER SERVICE # A DVERTISER PAGE # 

114 Abby's Discount Software 53 

122 Active Software 68 

111 Advanced Interface Devices 27 

103 Allen Macroware 12 

132 American TV 80 

— ANALOG Publishing IFC, 3, 4, 31, 58 

113 Astra Systems 38 

141 At-At Glance 30 

— Batteries Included OBC 

108 C.A.R Software 23 

107 C.D.Y. Consulting 22 

125 Centurian Enterprises 68 

104 Gomputability 13 

128 Computer Creations 73 

121 Computer Games Plus 68 

105 Computer Palace/Royal Software 17 

101 Computers Made Simple 7 

102 Computer Software Services 10 

131 Digital Devices 80 

130 Draper Software 78 

109 Eastern House 25 

138 GTA, Inc 86 

126 Handi Pubiisfiing 68 

This index is an additional service. Wliile every effort is made to provide a complele 




READER SERVICE # ADVERTISER PAGE » 

120 Happy Computers 67 

135 ICD, Inc 84 

106 Jesse Jones 20 

134 JLS Software 83 

119 Lotsa Bytes 18, 65 

133 Lyco Computers 81 

123 Misty Mountain Software 68 

124 MPS 68 

117 New Horizons Software 64 

137 Programmers Workshop 84 

129 Protecto 74, 75 

140 Rainbow Starr 30 

— Senecom 83 

136 Signal Computer Consultants, Ltd 84 

118 Source View Press 64 

142 Southern Software 30 

139 Suncom 88 

127 Thompson Electronics 72 

116 Wedgwood Rentals 61 

115 Whitehouse Computers 60 

110 Witt's End 26 

112 Xlent Software 37 

and accurate listing, the publisher cannot be responsible /or inadvertent errors. 



nB Le/Btration ContinuBs. 



At a new, tow price. We're celebrating PQ's 4 star ratings and you're invited to stiare 
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Hardware & Software Entertainment System forfipple ' II serm, Commodore 64 <S Atari Computers 




CIRCLE #139 ON READER SERVICE CARD 



PAGE 88 / MAY 1985 



ANALOG COMPUTING 



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